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Old 02-02-2013, 08:53 AM   #1
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janko
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distribute particles across multiple surfaces

I thought about having one emitter and one particleSystem and goal
them to different surfaces.
so i have goalV constant moving with a ramp and goalU randomly spreaded.
everything works fine.

but when it comes to different goal targets how can i separate the particles so
a part gets goalWeight0PP and other gw1PP and so on...

?!?
cheerz
 
Old 02-04-2013, 03:28 AM   #2
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Jeremy Raven
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Hey Heavy,

Its a little unclear exactly what you are asking. I dont think you can get one goal object to have multiple goalWeightsPP but you might be able to use a texture to affect goalPP, is this what you mean?
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Old 02-04-2013, 07:07 AM   #3
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Hey Aiki =]
cheerz going out to the summer in NewZealand

No its not that complicated .. i have multiple goalObjects but one particle system. and i try to randomly spread or distribute the born particles tp those goalObjects..

i have ramps on the goals for U to move along and rand(0,1) for the V .. standard setup =]
but i didnt get the born particles to freely decide which goal they want to use...

...
 
Old 02-04-2013, 08:45 PM   #4
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Jeremy Raven
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Thanks m8!

Ah I see, yeah that is a tricky one. Ive just moved house ATM and my computer is deep inside a box somewhere. What you need is someway of combining all the meshes into a single polyshell so theres one UV map. I know SOuP has a shell node but I need to try it out first. If you dont get a quick answer here then go to www.soup-dev.com and ask there, Im sure Peter would have an answer.

(When I get my computer out Ill be more useful)
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Old 02-05-2013, 10:09 AM   #5
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Why dont you try combining all the meshes together and use the combined mesh as you goal object? You will need to rebuild the UVs afterwards.
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Old 02-06-2013, 09:59 AM   #6
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the surfaces will have different Rotation and diffrent motion so i need them seperatly...

but you donīt think i can separate the particles by count or id or something to switch goalWeightPP... ?
in my mind it should be possible and i dit that splitting based on particleNumber before with turbulence_magPP but i cant recreated the process for goal weight...
 
Old 02-06-2013, 02:58 PM   #7
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You can just use rand to break them up into different groups and set the goalWeights for each group...No?

seed the rand with the particle Id

$seed .particleId;
seed $seed;

if (rand(0,1)>=.6)
{
.goalWeightPP[0] = 1;
.goalWeightPP[1] = 0;
.goalWeightPP[2] = 0;
}

if (rand(0,1)<.6 && rand(0,1)>=.3)
{
.goalWeightPP[0] = 0;
.goalWeightPP[1] = 1;
.goalWeightPP[2] = 0;
}

if (rand(0,1)<=.3)
{
.goalWeightPP[0] = 0;
.goalWeightPP[1] = 0;
.goalWeightPP[2] = 1;
}

There may be more elegant ways to do things...but this has worked for me before. Add your goal UV stuff wherever. If you want the weighting to change you can just use something like:
$seed .particleId + frame;

Hope that is the kind of thing you are looking for.
 
Old 02-06-2013, 08:44 PM   #8
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Expressions will work. I just tried combining meshes that are animated and as long as you maintain history, the combined mesh will keep animations.
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Old 02-06-2013, 08:44 PM   #9
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