Re: Particle Event control by a Texture Map

Date : Mon, 3 Apr 2006 13:00:15 -0400
To : XSI(at)Softimage.COM
From : "Vince Fortin" <vfortin(at)gmail.com>
Subject : Re: Particle Event control by a Texture Map
Sorry Guillaume, I should have thought. Color map is my heroe feature for custom distribution but it's indeed transfered at emission.
You might want to look at closest point on nurbs curve. You can get some great effects with it when used with goals and a few custom attributes for triggers.
I was trying to think of a way to get the closest sample color from a surface but I believe it's well over the best of my knowledge...
Happy particle scripting!
Vincent

On 4/3/06, guillaume laforge <guillaume.laforge.3d(at)gmail.com> wrote:
It looks like the color is freezed by an initial state. So I was wrong when I said "it doesn't change the custom force effect". But a non-animated color isn't very useful in my case.

Sorry for the multi emails. Next time I swear to think before sending a reply !


Guillaume

On 4/3/06, guillaume laforge < guillaume.laforge.3d(at)gmail.com> wrote:
I spoke too fast :-(.

ColorMap is only used at the particle emission. It doesn't change the custom force effect if I set an initial state.

Anyway thanks again for the tip, I'm sure it will be useful.

Guillaume

On 4/3/06, guillaume laforge < guillaume.laforge.3d(at)gmail.com> wrote:
I works very well and very easy to control the custom forces with a vector paint node :-).
XSI particles are so "powerful" :-p

Thanks a lot Vincent !

Guillaume




On 4/3/06, Vince Fortin <vfortin(at)gmail.com > wrote:
Hi Guillaume,
Use a ColorMap. If you're comfortable with pEvents, it's a piece of cake to use that as a weight for your custom forces.
Also consider using that with Goals, they give a lot of control when scripted.
Good luck!
Vincent


On 4/3/06, Alan Jones < skyphyr(at)gmail.com> wrote:
Yeah - that would be nicer - unfortunately it looks like you're stuck using your texture map with the pushop for now.

Cheers,

Alan.


On 4/3/06, guillaume laforge <guillaume.laforge.3d(at)gmail.com> wrote:
Hi Alan,

It is the way I choose for the moment. But I think a "mapable" forces or "mapable" scripted Pevent could give best result. This is why I search in this way too.
It doesn't looks like as simple as I thought with XSI particles system...

Cheers

Guillaume





Hi Guillaume,

Make a clone of your shape, apply a push op, cage deform (or maybe gator) your particles onto it.

Animate your push op to get them coming off - then maybe look at overlaying some forces on top of the particles.

Cheers,

Alan.


On 3/31/06, guillaume laforge <guillaume.laforge.3d(at)gmail.com> wrote:
Hi,
 
I need a particle effect like this :
 
Frame 1 : a particle cloud is shrink wrapped around a shape. The cloud doesn't move on first frames.
Frame 20 : there is a particles emission. No new particles created, only the existing one "emit" from the shape. It is not an emission in xsi particle sense, they just go away from the shape, floating and falling.
 
So I create  a cloud with a given number of particles ( same number as points on the "shape object" ), stick all the particles on each points of the "shape object" by script and set an initial state.
 
Here is my problem :
To animate the particles I imagine two solutions. First one using forces. It doesn't look as the good one because forces affect all particles and some particles need to stay on the shape for a moment... The way to go is maybe with a particle event. I wrote a particle event to simulate a gravity force. It works fine but is it possible to connect a particle event to a map ? 
 
Maybe I miss something simple. Any idea is welcome.
 
Cheers
 
Guillaume Laforge
freelance Technical Director | Cg artist









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