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


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