I'm hoping someone can point me in the right direction.
I'd like to get my particles to ‘clump’ or ‘bunch up’ into thick strands, sort of like ink underwater.
http://es.123rf.com/photo_8829033_tinta-azul-bajo-el-agua.html [es.123rf.com]
i was starting to get some DECENT shapes with the older POPNET curlnoise, but it doesn't seem to be available with the new POPNET?
I'm grouping the particles into 4 groups with different drag values and that helps some, but i'm not getting that nice wispy coalescing i'm looking for.
I tried interact particles thinking i could get them to move towards eachother if they were close enough, but couldn't get that to work….
Also, i'd rather not use vortex filaments since i'm generating their overall paths procedurally…
thanks in advance!
-jason
wispy ink particles?
9013 6 3- Jason Kaehler
- Member
- 12 posts
- Joined: 1月 2014
- Offline
- Sadjad Rabiee
- Member
- 1391 posts
- Joined: 12月 2010
- Offline
Do you wanna create Ink effect in the Water !?
If yes ,So one of the interesting way is to use Volume simulation like wispy smoke to drive particles .
You can use “Advect by Volume” to control velocity of the particles from smoke !
Just to achieve best result you should increase number of the particles (e.g 10 m)
I made a simple project about this effect for you :wink:
If yes ,So one of the interesting way is to use Volume simulation like wispy smoke to drive particles .
You can use “Advect by Volume” to control velocity of the particles from smoke !
Just to achieve best result you should increase number of the particles (e.g 10 m)
I made a simple project about this effect for you :wink:
- Sadjad Rabiee
- Member
- 1391 posts
- Joined: 12月 2010
- Offline
- Jason Kaehler
- Member
- 12 posts
- Joined: 1月 2014
- Offline
Appreciated Joker!
For others on this path, i also recommend checking out this video: http://www.youtube.com/watch?v=8vv4i8zYBps [youtube.com] (a little hard to watch but author says he will be re-doing it).
Question: Am I correct in understanding this is the primary way people get get particles to move properly when they are using them to drive Pyro simulations (instead of the basic Pyro-from-geo) approach?
thanks!
For others on this path, i also recommend checking out this video: http://www.youtube.com/watch?v=8vv4i8zYBps [youtube.com] (a little hard to watch but author says he will be re-doing it).
Question: Am I correct in understanding this is the primary way people get get particles to move properly when they are using them to drive Pyro simulations (instead of the basic Pyro-from-geo) approach?
thanks!
- Sadjad Rabiee
- Member
- 1391 posts
- Joined: 12月 2010
- Offline
- Ankit_Pruthi
- Member
- 3 posts
- Joined: 2月 2011
- Offline
Hey guys!! Sorry for taking the video offline for the moment. Its really not a video but recording of a chat i had with a friend and is very unclear.
I am trying to squeeze some time in to make a good video tutorial on this.
Meanwhile, simplest way to set this up is to setup a basic smoke sim using the shelf tool for billowy smoke.
After that, setup the particle sim using the shelf tools and add “pop advect by volumes” node and point it to the path of the node imorting the pyro field. Alternatively, you might want to write your pyro sim to disk and load it to avoid simulating the smoke again and again every time you want to make a change to particles.
Here is a file attached showing the same. Cheers!!
I am trying to squeeze some time in to make a good video tutorial on this.
Meanwhile, simplest way to set this up is to setup a basic smoke sim using the shelf tool for billowy smoke.
After that, setup the particle sim using the shelf tools and add “pop advect by volumes” node and point it to the path of the node imorting the pyro field. Alternatively, you might want to write your pyro sim to disk and load it to avoid simulating the smoke again and again every time you want to make a change to particles.
Here is a file attached showing the same. Cheers!!
- Sadjad Rabiee
- Member
- 1391 posts
- Joined: 12月 2010
- Offline
-
- Quick Links