Re: [Nuke-users] getting Nuke to flick particles off the emitter
true, I have seen that as well. my setup works well enough now, but I wish those thigns were easier and more intuitive. On 25/06/14 5:57 am, Jose Fernandez de Castro wrote: I've found that the rate channel sometimes has trouble with bounding boxes, specially when using rotoshapes to drive it. Have you tried setting the bbox to the resolution area? It's something to try, at least. On Mon, Jun 23, 2014 at 7:01 PM, Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com wrote: hm, yeah, it does seem to work. yesterday's set up didn't for some reason, but now it works better. Forgot about the ParticleSetup node, that certainly helps. For some reason I can't use a rate channel in combination with emiter_order set to randomly. All particles simply vanish when I do. Will have to work around that one for now. Anyway, thanks for the reply. I really hope we will see some improvements with the particle system, along with better rotational control and support for clustering etc. Cheers, frank On 24/06/14 02:05, Elias Ericsson Rydberg wrote: I think transfer velocity seems to work for this application? I made a quick little test, but maybe it isnt what you are after. But maybe the expression can be helpful. /Elias Ericsson Rydberg 2014-06-23 10:07 GMT+02:00 Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com: Has anybody had success in setting up a particle system that flicks particles off an emitter? I need an effect that looks like when you flick paint of a paint brush, i.e. the emitter moves fast (card rotating 180 degrees), and I need it to emit particles that inherit it's speed when they are born. The transfer velocity knob seems to transfer velocity from the emitter to the particles even when they are already born and detached from it, which is kinda rubbish. Animating the transfer velocity knob doesn't work either (and it wouldn't help much anyway, since the animation would be global, not local and relative to each particle's life). Does anybody have any ideas how to achieve this? The only thing I can think of is giving the particles an initial speed and fudge it until it kinda looks like they are being flicked, but that always looks rubbish as well. A clever expression maybe? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 mailto:Nuke-users@support.thefoundry.co.uk,http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto:Nuke-users@support.thefoundry.co.uk, http://forums.thefoundry.co.uk/ http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users -- Jose Fernandez de Castro ___ 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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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] getting Nuke to flick particles off the emitter
Has anybody had success in setting up a particle system that flicks particles off an emitter? I need an effect that looks like when you flick paint of a paint brush, i.e. the emitter moves fast (card rotating 180 degrees), and I need it to emit particles that inherit it's speed when they are born. The transfer velocity knob seems to transfer velocity from the emitter to the particles even when they are already born and detached from it, which is kinda rubbish. Animating the transfer velocity knob doesn't work either (and it wouldn't help much anyway, since the animation would be global, not local and relative to each particle's life). Does anybody have any ideas how to achieve this? The only thing I can think of is giving the particles an initial speed and fudge it until it kinda looks like they are being flicked, but that always looks rubbish as well. A clever expression maybe? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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
Re: [Nuke-users] getting Nuke to flick particles off the emitter
I think transfer velocity seems to work for this application? I made a quick little test, but maybe it isnt what you are after. But maybe the expression can be helpful. /Elias Ericsson Rydberg 2014-06-23 10:07 GMT+02:00 Frank Rueter|OHUfx fr...@ohufx.com: Has anybody had success in setting up a particle system that flicks particles off an emitter? I need an effect that looks like when you flick paint of a paint brush, i.e. the emitter moves fast (card rotating 180 degrees), and I need it to emit particles that inherit it's speed when they are born. The transfer velocity knob seems to transfer velocity from the emitter to the particles even when they are already born and detached from it, which is kinda rubbish. Animating the transfer velocity knob doesn't work either (and it wouldn't help much anyway, since the animation would be global, not local and relative to each particle's life). Does anybody have any ideas how to achieve this? The only thing I can think of is giving the particles an initial speed and fudge it until it kinda looks like they are being flicked, but that always looks rubbish as well. A clever expression maybe? Cheers, frank -- [image: ohufxLogo 50x50] http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | workflow customisation and consulting http://ohufx.com/index.php/vfx-customising * ___ 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 movingParticleEmitter_v001.nk Description: Binary data ___ 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
Re: [Nuke-users] getting Nuke to flick particles off the emitter
hm, yeah, it does seem to work. yesterday's set up didn't for some reason, but now it works better. Forgot about the ParticleSetup node, that certainly helps. For some reason I can't use a rate channel in combination with emiter_order set to randomly. All particles simply vanish when I do. Will have to work around that one for now. Anyway, thanks for the reply. I really hope we will see some improvements with the particle system, along with better rotational control and support for clustering etc. Cheers, frank On 24/06/14 02:05, Elias Ericsson Rydberg wrote: I think transfer velocity seems to work for this application? I made a quick little test, but maybe it isnt what you are after. But maybe the expression can be helpful. /Elias Ericsson Rydberg 2014-06-23 10:07 GMT+02:00 Frank Rueter|OHUfx fr...@ohufx.com mailto:fr...@ohufx.com: Has anybody had success in setting up a particle system that flicks particles off an emitter? I need an effect that looks like when you flick paint of a paint brush, i.e. the emitter moves fast (card rotating 180 degrees), and I need it to emit particles that inherit it's speed when they are born. The transfer velocity knob seems to transfer velocity from the emitter to the particles even when they are already born and detached from it, which is kinda rubbish. Animating the transfer velocity knob doesn't work either (and it wouldn't help much anyway, since the animation would be global, not local and relative to each particle's life). Does anybody have any ideas how to achieve this? The only thing I can think of is giving the particles an initial speed and fudge it until it kinda looks like they are being flicked, but that always looks rubbish as well. A clever expression maybe? Cheers, frank -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ Nuke-users mailing list Nuke-users@support.thefoundry.co.uk mailto: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 -- ohufxLogo 50x50 http://www.ohufx.com *vfx compositing http://ohufx.com/index.php/vfx-compositing | *workflow customisation and consulting http://ohufx.com/index.php/vfx-customising* * ___ 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