Sebastian, I never thought I would hear myself say this, but that is some sexy dust! I see that you are not spawning or cloning anything and the dust 'clump' with its own ID starts as is and its just the gravity, drag and turbulence forces breaking it up. really nice solution that works so well visually. It would be really hard to get that look any other way - ie with 'hero' geometry shedding more particles as they shrink as you would still be able to track the emitting ones.
there are some good hints for getting certain types of better dust in this scene you provided so I wanted to thank you for sharing. it appears crazy amounts and very little transparency is the key here , a kind of 'brute force' approach that I usually would not consider and try to approach with a volume shader or with Exocortex's Slipstream. thanks for sharing! best Rob On 7 January 2013 18:17, Sebastian Kowalski <l...@sekow.com> wrote: > here you go, thats one of the first prototypes I've made. > the whole system evolved a bit after the catrice project (had to reuse it on > an other job), but the essential idea seems not to differ from vladimirs > solution. (hope thats true, didn't had a look yet ;) ) > you need to set a custom id value to each member of a cluster of points > (clump id). > in that case all clumps have the same amount of points. > > in that scene file its just a drag force, dissolving the clumps. when you > need some more forces you have to use the position average of every clump, > and apply the needed force from that. > i am gonna share the more "sophisticated" scenes too, just need to comment > them a bit. > > i should say that the initial idea came from tim borgmann, I've just > implemented it in an icy way ;) > > take care > sebastian > >