The main problem with this type of stuff is that you can't get closest location on each curve at the same time without building a huge compound. You want to get the closest location on every curve, compare, and follow the closest one or switch with some logic.

Eric T.

On 3/19/2015 1:18 PM, Eric Thivierge wrote:
Like Rob said, you'll have to go the ID approach. If you know what particles should follow which curves its easy. If not, then you'll have to setup some logic.

Create a custom param set on each curves named the same thing, like "curveData".
Then for each curve set a unique ID starting from 0.
Main branch should be 0. Then the next branches off of that should have higher numbers, and so on and so on. When you emit your particles randomly (or with some logic) set an ID of the curve you want them to follow.

You could then get closest location on each curve, and test if the curve ID is greater than the one it started on. If so then you could use some state machines to switch states. It's going to be a complex tree I think no matter what.

Eric T.

On 3/19/2015 1:10 PM, Cristobal Infante wrote:
get closest location > point-tangent. Use this as point velocity,

I did something like this with several curves and it was fine.

On 19 March 2015 at 16:52, Rob Chapman <tekano....@gmail.com <mailto:tekano....@gmail.com>> wrote:

    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
    <mailto: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.


        Inline image 1

        On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge
        <ethivie...@hybride.com <mailto: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>
                    [mailto: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
                    <mailto: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...@skynet.be><mailto:pete...@skynet.be
                    <mailto:pete...@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
                    <mailto:d...@janimation.com>>
                    Sent: Thursday, March 19, 2015 3:27 PM
                    To: softimage@listproc.autodesk.com
                    
<mailto:softimage@listproc.autodesk.com><mailto: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










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