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Probably it is not possible or not a good way to do it but nevertheless.
Billboard got texture applied to it which makes billboard transparent in some places via sprite node. I would like ICE to detect collision not on based of complete mesh but based on texture which in my case dictates transparency.
How much playroom there is in collision filtering?
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Possibly doable with a weight map (based on your texture). But I havent tried it myself, so I cant say for sure. Worth a shot though
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This scene filters the collisions with a texture map. Is this more or less what you’re after?
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Thank you, thats exactly what I was looking for. Must take some time to digest this tree…
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Ok, I think I got the logic behind that system. Now I have started to wonder how to integrate it to my exsisting system. I have been doing hard thinking whole morning and still it seems to me I get nowhere.
My plan is that the particles what get filtered out also need to spawn and slide. Right now I am using off the box solution. I have a hunch that I have to go in to Spawn on Collision node and change collision evulating system there, add texture filtering to collision detection. It seems to me that your logic could be used there but I am not very sure right now how.
Here is a shot from my exsisting tree. Particles what change state on spawn and slide should be filtered by texture on collision. Later I am doing some other state changes unrelated to spawn and slide but they are not important right now I think.

I have included a scene where one is Julians solution and the other my own tree where particles are colliding with the obstacle but texture filtering is not working.
Would be very happy if someone could take a look, thank you!
http://www.filmpost.ee/Tauno/FAQ/XSI/Rain_sys.zip
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