To get around the node limit, did you ever consider the FXTree?
Each texture in the scene is represented by a clip in the FXTree's Clips
menu with an input and output. This allows you to apply image FX (paint,
composite, layer, transform, crop, filter, ...) to each texture without
increasing t
Hot damn that worked! Thanks!! Tried to set it to points initially but it
didn't do anything unless I cranked it super high, makes sense now.
Kris
On Fri, Sep 6, 2019 at 11:54 AM Jens Lindgren
wrote:
> This one is easy :)
> First, in you Emit from Surface Compund set Select Rate Type to Total
>
Use Jen's suggestion and not mine! :)
*written with my thumbs
On Fri, Sep 6, 2019, 8:54 AM Jens Lindgren
wrote:
> This one is easy :)
> First, in you Emit from Surface Compund set Select Rate Type to Total
> number of Particles and set Emission Type to Point. Rate doesn't really
> matter when y
Wow, been a while for me but... Don't use Emit On Surface and instead bring
in the mesh, plug it into a get data (set to point position) then plug that
into an Add Point node. That's bare bones so you'll need to init some
variables for simulation... Ie. Mass, size, shape, etc
*written with my thum
This one is easy :)
First, in you Emit from Surface Compund set Select Rate Type to Total
number of Particles and set Emission Type to Point. Rate doesn't really
matter when you want to emit from mesh vertices.
Then the secret sauce... Go in to your Emit from Geometry compound, then go
in to Genera
Trying to make a long exposure effect of a stick of LEDs twirling around.
Have a nice animated grid of strands flying around and it looks great.
Problem is the particles generating the strands are just emitting on a grid
and stick to their emit location so they're not lined up nicely on the
emitter
Yeah its an odd project and honestly we tried Maya, C4D and Houdini and
Soft was the best option! Basically have a bunch of growing textures UV
mapped onto tracked geometry to simulate a spreading ink/paint looking
thing. Simulations were too difficult to control, too much R&D and didn't
allow us t
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