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 >>>> >>>> >>>> >>> >> >> >