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Emitting particles based in the emitters velocity
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  • Location: Sao Paulo
  • Total Posts: 4
  • Joined: 23 April 2009 02:01 AM

Hi. I’m trying to filter the emission of particles by the velocity of emitter, with no success…
I did a simple test plugging the “Test Current Frame” node in the ICE TREE and it works, but trying to validate the emission by the condition of “Point Velocity” value to bigger then “0” doesn’t works… What I’m doing wrong? Any help?

I found an old topic with the same theme, but the example attached is no longer available… http://area.autodesk.com/for...t/emit-based-on-velocity/

Thanks!



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  • grahamef
  • Posted: 30 September 2011 05:53 AM

It’s likely because there isn’t a PointVelocity attribute set on the emitter’s points. That attribute is only added as needed, e.g. on a simulated particle cloud.

What you can do is open the emitter’s global kinematics property editor and click Compute Vel/Acc on the Velocity/Acceleration tab. Then in the ICE tree you can get the Kinematics/Global Transform/Velocity/Linear Velocity parameter and compare that value (assuming you have fcurves on the emitter’s position).

I noticed that your point cloud is not simulated, which is unusual. Was that deliberate?



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Thanks Grahamef!
Is working perfectly now!

This print attached is just from a test for another scene I’m doing.
I need this to emit dust from a baked simulation of rocks falling. All rocks are in the same mesh and I need a filter (condition) to emit dust just from the rocks that are moving up to certain velocity.

Thanks for now!

Author: melantonio

Replied: 30 September 2011 07:18 AM  
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Ops… Not so fast… :(
I forgot that my mesh is baked, with mixer controlling the cached simulation…
I can´t access the Linear velocity since it don’t have Fcurves…
Maybe if I create a group of a Cluster with center in each rock and then use it to access this parameter?



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  • grahamef
  • Posted: 30 September 2011 08:57 AM

In that case you’ll need to use PointVelocity instead of the object’s velocity.

The easiest thing would be to re-cache the falling rocks and explicitly specify PointVelocity in the Attribute List.

If you don’t have the original simulation, then you could use a second hidden mesh to read the cache at CurrentFrame - 1, subtract the PointPosition of the second mesh from the first (use a Switch Context node), and divide by Simulation Step to get the velocity. Instead of using a second mesh, you could alternatively use a simulated tree to store the previous point position.



Replies: 1
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Thank you again for your reply.
I did the cache again but sounds impossible to connect the point velocity value in the condition compound…
I’m trying momentum for this simulation, with Deform Rigid Bodies.
This type of simulation returns me a Shape Deform Cache instead a Animation Cache.
There is a compound of MOM to get the RigidBody attributes. I gonna try it.

Author: melantonio

Replied: 03 October 2011 08:04 AM