On 30 January 2013 10:37, Nuno Conceicao <[email protected]> wrote:
> So basically what u did was to create a vector flow (Tangent map) for the
> body surface, then use it to move the particles as a force, right?

pretty much yes, no need for a vertex map , just set the data as an
attribute on  the geometry with a closest location to curve tangent
and in the particles use get closest location to read the vector
attribute back off and apply it as a force.  a few multiplies needed
to balance out the opposing forces etc.
I would include the scene normally but it literally took 5 minutes to
setup so its best left to learn this technique its very effective.  if
you also multiply the effect by distance to the surface it won't snap
in place like my example did :)

Thanks to Paul Smith for bringing it up in the first place!

cheers

Rob

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