How about render it emitting from the cloud, then reverse the rendered seq after?
Sent from my iPhone > On Nov 15, 2014, at 6:42 PM, Gary Jaeger <g...@corestudio.com> wrote: > > Nice Mads. Thanks that works great. Adding the turbulence works perfectly to > break up the cloud. Now another question. I’m looking for a way to have the > point cloud be displaced *to start*, then have the particles settle into > position. As if I’m reversing the turbulence. In maya I might cache the sim, > and retime the cache. I see the cache node but I don’t see any way to retime > the cache. > > Gary Jaeger // Core Studio > 249 Princeton Avenue > Half Moon Bay, CA 94019 > 650 728 7060 > http://corestudio.com > >> On Nov 15, 2014, at 4:40 AM, Mads Lund <madshl...@gmail.com> wrote: >> >> You could use this to get the number of points in your pointcloud: >> http://www.hagbarth.net/nuke/GeoToPoints.nk just hit "get number of >> vertecies" >> >> However you don't really need to know the number to emit the way you want. >> Just set the "emit_from" to "points" and "emit_order" to "uniformly" this >> will make it spawn 1 particle per vertex every frame. So you just animate >> the vertex emission rate for that one frame you need and you are good to go. > > _______________________________________________ > Nuke-users mailing list > Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users _______________________________________________ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users