Thinking Particles


Hi, I know its a pretty noob question, but Im trying to do something.

Im putting particles (drops) over the surface of a fruit, and i need to offset the position of the particles over the normal of the surface, just to separate both meshes a bit.

How can I do that?

thanks :slight_smile:


Take the normal, multiply it by something and add it to the position, use the result as new position.


Thanks hristo :slight_smile:


Another question :slight_smile: Im trying to make a spiderweb, create the lines between particles and that sort of thing, but Im stuck on the most basic part, the jointing of particles, I want those particles to being jointed to those on the poles, but I cant get it, any clue of what is my mistake? thanks


Opps, posted in TP forum instead of Krakatoa ha ha…


Hey Guys I am back,

Have been really busy trying to teach myself mathematics, and am still at the moment and shall be for the foreseeable future.

But apart from that I have continued fiddling with RBD in Thinking Particles. This time with a small little test. I do however have one question, I have prefractured this small piece of Geometry and want to know if there is a way to activate the fragments when there is no longer my physical support left for them.

For example, if the base of a pillar blew out then the pieces above them will start too fall. Should I just activate them using the TimeInterval condition? Or is there a way for the pieces to realize there is no longer any support?

In my exampe below everything is in the active group at the same time and therefore you see some movement and compression before the supporting pieces actually blow away.

Sorry if this post is confusing



Hello everybody,

does anybody know how to improve the collisions between ropes and other geometry like mentioned before by shadowst17. I don’t get any kind of accurancy!


What I sometimes do instead is to emit a particle from something that gets blown out, shoot that particle up and activate whatever it meets on its way.


Hi everybody!

I need to generate some kind of HUD effect in 3D. Some kid of Holographic TAG over a character…

I need the TAG to be constant in size whatever the distance. Anyone can help me??? Is there any Math for that?

In addition, the TAG should be visually at a constant distance of his parent…

Thank you!!


hy guys. I am stuck in place. I need particles inbetween of those boxes. those yellow boxes are also particles generated on path. any help would be appreciable. and need alignment too.


Oh cool I could try that! I think I shall play around with that idea now and see what comes of it :).

Thanks again mate!


Hi guys, I’m a new TP user, I love the rule-based concept behind it and it’s extremely flexible and of course full procedural .There are a tons of resources on the web but I can’t solve my problem. I want that my particles of group 2 are aligned/born on the surface of my particles on the group 1(that has a simple position born with shapeInstance) and so on. I want like a fractal system where particles grow on surface of previous particles…like a tree’s branches. Any advice how can solve this? Thanks in advance :thumbsup:


hi there,

the StdShape or geomInstance nodes provide an input for vertex color, but is there any way to control the vertex color of custom particles like fragments or object2particles…?



Unfortunately no :frowning:


What is the preferred method for the dealing with point cached objects in TP? I have a cached piece of geo that I read in like this… Born a particle, give it a position. Then take that group and in a new dynamic set, create a GeomInstance node and read in the animated geo I want to reference. The shape comes across fine, but I don’t see any animation. Any ideas on why this might be happening?


try putting the particle age in the ‘time’ input of the geo instance


Hi guys,

I want my destruction to start in different places and I want to control it by some animated helper objects. I know how to activate particles by distane from one node, but what if I want to use 10 nodes instead?

Copy/paste the whole dynamic system for every each node does not make sense. Can I group my “activation nodes” to some one node? And then use this group to activate by distance?


Either put the nodes in a particle group with object2particle, or put them in an ‘objects’ node (TP5 and higher) and use its node output with index input to get a specific node. And another option would be to use a XtoOne node where you connect all the nodes to the input, and choose which one is routed to the output with the index of the XtoOne.


Si… I can build matrix from position and alignment and do some matrix calculation with Math node.

But, How can I apply result to particles?


hey, urgent question,

it seems that tp doesnt render vray material property,

what im using is a vray material with some refratction, and there i’ve set under refraction properties, affect channels: all channels,

and on normal object it renders correctly, on any object imported into tp seems this function is off,

is there a way to work around it? exept exporting everything?:slight_smile: