closest location does not cut it when different curves overlap.  you will
have to build a system using a unique curve ID and translate along each
curve ID's using curve u instead.

at least this way you could gracefully hand over particles between curves
as it reaches the end of each segment.

On 19 March 2015 at 16:42, Dave Sisk <d...@janimation.com> wrote:

> Thanks for the responses guys.
>
> I've continued with my "brute force" method for now because it gets the
> job done. It involves several "Select Case" nodes with 29 cases each
> though, so you can imagine why I was reluctant to string that up. :)
>
> I've tried the suggested approach, but I usually get a jump to the same
> curve over and over again when they overlap instead of continuing along
> their first curve.
>
>
> [image: Inline image 1]
>
> On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge <ethivie...@hybride.com>
> wrote:
>
>> Huh... works actually. I remember this not working before...  carry on
>> never mind.
>>
>> Eric T.
>>
>>
>> On 3/19/2015 12:25 PM, Eric Thivierge wrote:
>>
>>> Closest location doesn't work with curves fed in with a group. It always
>>> uses the first one.
>>>
>>> Eric T.
>>>
>>> On 3/19/2015 12:23 PM, Grahame Fuller wrote:
>>>
>>>> Greg, any details about not getting it to work on curves? As far as I
>>>> know, it should.
>>>>
>>>> gray
>>>>
>>>> From: softimage-boun...@listproc.autodesk.com [mailto:
>>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
>>>> Sent: Thursday, March 19, 2015 12:02 PM
>>>> To: softimage@listproc.autodesk.com
>>>> Subject: Re: ICE emit particles and follow branching geometry
>>>>
>>>> Your best bet is to create a mesh from those curves and transfer the
>>>> curve's tangent onto the mesh as a vector attribute.
>>>>
>>>> Emit from the curve but use the geo's attribute to set the direction.
>>>> How Paul Smith's hair grooming stuff works essentially.
>>>>
>>>> Using a group of curves or even doing one curve at a time won't get a
>>>> nice smooth result I don't think. You'll probably get popping.
>>>>
>>>> Eric T.
>>>> On 3/19/2015 11:48 AM, Greg Punchatz wrote:
>>>> Dave has got something worked out, but its not ideal.  He cannot get a
>>>> group of curves to work, and is wiring up each one in by hand in the ICE
>>>> tree.
>>>>
>>>> What he wants to do is emit an objects from one end of a curve and the
>>>> have it follow the curve to the end.. but he wants to do this to a group of
>>>> curves.  He can make it work one curve at a time fine, he can wire the
>>>> bizzilion curves up by hand but its not ideal.
>>>>
>>>> On Thu, Mar 19, 2015 at 9:50 AM, <pete...@skynet.be<mailto:pete
>>>> r...@skynet.be>> wrote:
>>>> I think you can get the closest point on a group of curves,
>>>> get the point-tangent from there and use that (vector) as a force,
>>>> combine to taste with turbulence, and perhaps a force pulling towards
>>>> the curve (vector from point to closest point) for extra control.
>>>>
>>>> adding/removing curves to the group is all you’d need to do to add them
>>>> to the simulation.
>>>> hope this helps.
>>>>
>>>>
>>>>
>>>> From: Dave Sisk<mailto:d...@janimation.com>
>>>> Sent: Thursday, March 19, 2015 3:27 PM
>>>> To: softimage@listproc.autodesk.com<mailto:softimage@listproc.
>>>> autodesk.com>
>>>> Subject: ICE emit particles and follow branching geometry
>>>>
>>>> Hi, I'm trying to create an effect with particles flowing from one
>>>> several ends of branching geometry to another of several ends on the same
>>>> geometry.
>>>>
>>>> Right now I'm working with Flow Along Curve and a bunch of
>>>> partially-overlapping curves that go from one end to the other, but since
>>>> ICE is pretty limited in what you can plug a geometry port into, I'm
>>>> running into a LOT of duplication that makes adding or removing curves a
>>>> labor intensive process.
>>>>
>>>> Is there another approach to this I should be trying?
>>>>
>>>> Thanks,
>>>> Dave Sisk
>>>>
>>>>
>>>>
>>>
>>
>>
>

Reply via email to