would emitting from a boolean intersection work for your situation?

On 9 December 2015 at 13:07, Morten Bartholdy <x...@colorshopvfx.dk> wrote:

> That kind of works. Thing is I have to quickly expand the second object to
> surround the particles so they dont die when flying out of the volume.
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> Would be nice with a built in plug and play trigger for emission. I will
> see if I can make it work for me.
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> Thanks guys
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> Morten
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> Den 9. december 2015 kl. 13:54 skrev Andy Nicholas <a...@andynicholas.com>:
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> Yep, I didn't need to emit from both. Duh!
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> On 09/12/2015 12:09, Chris Marshall wrote:
>
> Emit from inside the first, then use Test Inside Geometry (the second
> object) Any that aren't in the second, delete.
>
> On 9 December 2015 at 11:24, Morten Bartholdy < x...@colorshopvfx.dk > wrote:
>
>
> I am trying to initiate particle emission from the volume of an object by
> intersecting it with a different object, so I can gr a dually expand the
> volume from which particles are emitted. Much like when an object collides
> with another and subsequently breaks into particles in slowmotion, starting
> from the point of impact.
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> I have checked example scenes and currently I am trying spawning when
> particles are inside a volume, but I can't figure out how to only emit
> particles when the emitter intersects with another object. I am guessing I
> need to use a state machine, but have yet to figure out how to make it
> start an emission rather than change parameters on existing particles or
> control spawning.
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> Any pointers or examples are most welcome :)
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> Thanks
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> Morten
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> --
> Chris Marshall
> Mint Motion Limited
> 029 20 37 27 57
> 07730 533 115
> www.mintmotion.co.uk
> www.dot3d.com
>
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>



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Brandt Animation
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