Just thinking out loud here - so possibly none of it works. You can drive a weightmap on a surface by proximity to an object and use it as filter on an emission. this looks kind of like an intersection (ok distance and intersection isn’t the same thing...)
you could make something more accurate by doing a raycast from one object to the other along the normal – which would tell you where one object is inside the other – and again drive a weightmap with that. I’m guessing inside filter by volume you’d find all the logic you need to do this the right way? Now I don’t think weightmap filters work with volumes out of the box – without having a look, I think the filter is based on emitlocation and you don’t get one with a volume - but you could set the closest location as emitlocation and circumvent this. If you’re adventurous, you could try a boolean intersection between both objects and use that as emitter? From: Morten Bartholdy Sent: Wednesday, December 09, 2015 12:24 PM To: [email protected] Subject: How to emit particles from intersection between volumes? 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. 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. Any pointers or examples are most welcome :) Thanks Morten

