MParticles Collision Point


#1

Hi People!
guess I already asked, anyway…
In 3dsMax Pflow,
Someone knows how use a Collision Point between two MParticles Mesh, to start a spaw from there? From the Collision point! not the particle point.

Thanks, Best Regards!!
Ricmage


#2

yes its sorta possible with box 3/adm. the following is the only way i can think of how.

you will still need to use the intercollision operator to know when your particles collide so check report to data operator.

Then in a data operator probably use a data test, get the shape extent (input standard) of the object using it’s speed vector as the direction.

This will give you the distance from the particle pivot point to the surface of the shape. Now you need to find out where that surface point is in space. So to take your speed vector and elongate it by the shape extent. Add this value to the particle position.

This is a rough approximation of your collision point. Use the intercollision as a test when to spawn those particles.

If you want something more precise you have to take in account the speed direction of your other particle. Or the normal of your collision mesh. And then average those for a new direction for the shape extent.

If i have time i’ll give it a try.


#3

Ow,… I wanted the precise point of impact between the two surfaces, but ,
Anyway Thank you very Much Nickolay!

For now Im taking just the average between the 2 pivot point, is not exacly what I want because the particles have diferent sizes, but already help,.

And… if you have a little time too, im gratefull, but dont worry.

Best Regards!! o/
Ricmage


#4

I would be interested in seeing that Nico for sure.

I have always just cheated by baking the base system then seeding particles on the baked particles. It seems like such a hack approach, not to mention only partially procedural, and even worse slow.