Simple question.. Use emittor geometry as volume?


#1

Hi, I’m trying to use the geometry that is the emitter as the “volume” when I select emitter type. Is there a way to do this?? The only options I seem to have are primitives. Im just using regular particles. What Im trying to do is very simple, but I do need the particles to randomly fill a specific volume when they are born.

Thanks


#2

I figured how to kinda get what I want with nParticles, but Im going to vent and ask another question at the same time…

I filled the object with nparticles on the frame I would like them to be generated. Its workable as they are in the right position and I can hide them or something before that. They are effected by gravity though so they start falling on frame 1.

Sooo assuming this was an intuitive program I opened the solver attribute and tried to key the gravity direction to 0 until the frame I wanted my particles to appear on and pop it back over to -1.

Why does this not work? It just rejects my second keyframe all together. When I playback at this point the gravity directions just stuck at 0. Its basically mocking me. I make the 2 keys, hit play, and the second key disappears. Very frustrating. . It works If I make the keys in the actual gravity multiplier of 9.8… but why would this not work on the gravity direction?


#3

Keying gravity direction on the nucleus node works for me. Note however that the UI display in the attribute editor won’t update during playback.


#4

May be a bug specific for my hardware. I’m testing out the surface pro 2 and its able to recreate it pretty consistently now.

I though it was that specific attribute, but now unless I hold my breath just right the gravity input doesn’t accept my keyframes either. I made a vid showing a couple tries. I make a key on a frame at 0, go to next frame make key at 9.8. Go to beginning of timeline and play… my keyframes reset.

The particles should start falling when the car gets to them.

http://youtu.be/Au9aC1kU6TI

Perhaps the weirdest thing… If I open the animation graph editor, and view the keys in the graph editor as I create them. Then hit the back button and play things work as normal. But if I do not have the animation editor open it breaks a vast majority of the time for me.


#5

This must be an issue with my hardware. Another oddity about this bug is that if I slide the slider and set a key it will work always. But if I input the number without sliding the slider the bug will occur. If I slide the slider to say 15… then input the number 9.8… then hit set key and scrub my timeline it keeps the key but leaves its value at 15… the sliders value. Instead of taking the text input field.

It seems like maybe the locked state of the attributes when the particles are playing is hanging onto my attributes when its not playing. Is my guess now. I think the surface pro 2 might be the problem in this case though. Hmmm this thing is so close to working like a pc replacement for me. I had very acceptable render times on my other tests.


#6

Sounds like a interface focus issue… perhaps when you are typing in the frame number it really thinks the focus is on the gravity attribute.


#7

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