Deke

Sorry, I'm back on the Particle Morph challenge... thoughts on what I've 
written below?

In 7, could you run a particle sim in reverse with the 3d retime nodes, and 
render thru the normal time camera ?

That way you could emit from one surface into a turbulence field, then do the 
same w/ a 2nd surface (but in reverse), and comp them together for the 
appearance of one surface into another ?

Ari


Sent from my iPhone

On Jan 25, 2013, at 1:16 PM, Deke Kincaid <[email protected]> wrote:

> Hi Ari
> 
> Nuke 7 has a new “transfer velocity” option in the emitter node so when the 
> particles are emitted from points, edges or faces on the surface of a piece 
> of geo it will go in the direction of the moving geo(for example an alembic 
> cache).  There is no way to make it collide with the surface though.  We only 
> have a particleBounce node which just has a few primitives (plane, sphere, 
> cube).
> 
> -----
> Deke Kincaid
> Creative Specialist
> The Foundry
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> 
> 
> On Wed, Jan 23, 2013 at 1:09 PM, <[email protected]> wrote:
>> How about attemtping to get Particles to glide along the contours of a
>> surface...as in the particles contact the surface, and with their current
>> velocity travel along the surface and then keyframe them to leave the
>> surface at a given moment ?
>> 
>> there used to be a nice particle system plugin for 3dsmax called "Glider"
>> if I remember correctly which enabled this... I wonder if a similar
>> technique is possible given Nuke's particles currently ?
>> 
>> thx,
>> Ari
>> Blue Sky
>> 
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