Thinking Particles


thanks buddy… Ok I will try if I get this. I had tried but I counldn’t figure out how to do this. let me try again…


In TP4 you can do it with another particle group that sits on the target and picks up this data, then use psearch to connect them to the original group.


here is my scene. plz check it what I have done wrong… and it is inward as well on sphere.


thanks hristro… I Solved my problem… now i m having another issue. how to reverse the direction…when my arrow sits on sphere it is inward…


Hi all, Im wondering how can I convert the velocity to speed, I need only the magnitud of the vector to control the size of some particles.

Thanks :slight_smile: seems like a noob question.


If you’re using the alignment node, there is an ‘invert’ checkbox.


TP is doing that automatically, if you plug the velocity into any scalar input.


thanks… I got It…


jajaja, thanks hristo, some months learning and I dont even realise that.


Hi everybody, Another question :slight_smile:

How can I turn of a boolean just by 2 frames every 5 frames? I mean, I want to launch particles for 5 frames, then turn of by 2 frames, and then launch particles the next 5 frames, and so on, some kind of loop. But I dont have a clue about how to do something like that



Take a float node, animate it from 0 to 1 and then to 0, with stepping curve type. Go in the curve editor, make the out of range type loop, and there you go - cycle :slight_smile:


Thanks Hristo.

Another question :slight_smile: I´m trying, just for fun, to make some kind of sunflower pattern with particles, I´m reading this paper about the fibonacci numbers, and I´m wondering if its possible to use the equations that appear in the paper to get possitions for the particles.

Here´s the paper:

Thanks :slight_smile:


I don’t see why not :slight_smile: You’ll need to put in the expression, and then convert the polar coordinates to cartesian, and use the result as position.


Thanks Hristo, I think I remember that Andrew melnychuk had a tutorial about that subject :slight_smile: I will take a look.


It’s very simple:

x = r * cos( θ )
y = r * sin( θ )


:s Im dont know what Im doing wrong, with the equation I`m just getting one spiral, very different from the one that the paper shows. Maybe is the iterator?


Shouldn’t be the iterator, check the equations.


Yes, now is working ok. Thanks :slight_smile:


Is it possible to scale down geometry while using shape collision?
I have the simulation done, but I would like the active chunks to scale down to 0 while sim occurs. This should be simple, right?

Thanks for any tip on this.



I just started to learn TP. And the first thing I noticed that the viewport playback is very slow, 3-6fps with only 150 particles. I have gtx 580 and standard pflow works fine with thousands of particles. Tried to revert to other driver than nitrous, but it just got a bit better (up to 10fps). I run TP5 on max2014.