nParticle crap

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

Thread Tools Search this Thread Display Modes
  03 March 2012
nParticle crap

hoping someone might have a solution to this issue. i have nParticles emitted from an emitte, i want to make them blobs, so i'm using the water particle and liquid sim ticked on. now y is it that when i change the radius of the particles the behaive differently???? self collision is turned off.
currently i like everything abt my particles i just want to make them bigger without effecting the sim.
  03 March 2012
if thats the case cache it at the current size then affect your scale afterwards.
  03 March 2012
If you want both collisions with surfaces AND self repulsion of particles to be unaffected by scaling up the radius then lower the collideWidthScale by the same factor (if you made the radius double then half the collideWidthScale). If you want object collisions to respect the greater width, but not self repulsion then lower the liquidRadiusScale instead of the collideWidthScale.

Also note that if you convert the particles to a mesh then you can use the blobby radius scale instead of radius to scale up the radius used for meshing.
  03 March 2012
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
Thread Closed share thread

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 07:14 AM.

Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.