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Particles question


Tommy L
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if you know how to use particle flow you can animate the objects fairly easily as particles

 

the biggest thing is to make sure that you name all the objects something simple like "piece##" no spaces or symbols in the name just an alpha name and then numbers 1-whatever.

 

then in the birth script copy and paste the following script making sure that you change the word name to the name of your objects.

 

 

on ChannelsUsed pCont do

(

pCont.useAge = true

pCont.useTM = true

pCont.useShape = true

)

 

on Init pCont do

(

global ChunksArray = $NAME* as array

)

 

on Proceed pCont do

(

t = pCont.getTimeStart() as float

 

if t

(

NumChunks = ChunksArray.count

for i = 1 to NumChunks do

(

pCont.AddParticle()

pCont.particleIndex = pCont.NumParticles()

pCont.particleAge = 0

pCont.particleTM = ChunksArray.transform

pCont.particleShape = ChunksArray.mesh

)

)

)

 

on Release pCont do

(

 

)

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  • 2 months later...

Does anyone know if there's an option to control scale by mapping in particles? I have purchased MultiScatter, but the damn thing takes 24 hrs to arrive. For a download? C'mon (thru Visual Dynamics).

So Im doing this thing in particles. If I can control scale then Ive got it cracked.

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Really it's taking that long for MultiScatter? I got a download within an hour of purchase just last week...

 

edit:

I didn't get an email from them till later, but right after my purchase I could log into the website and download.

end edit:

 

Funny you ask this question as I've been doing the exact same thing this week. I found that using vray distance texture as a mask element in multiscatter, you could control where things showed up pretty well. Just create geometry as needed and place it where I don't want multi texture go go.

 

i.e. use the foundation of a building as the object for vraydistance texture, place as mask for multiscatter on your grass plain and plants won't grow where the foundation is :)

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Thanks Micheal, but as I dont have multi scatter til tomorrow....

Im using particle flow to scatter objects over another object. I have unwrapped the distribution object and used a map to dictate where my scatter objects will appear. The inverted distribution map becomes the 'scale' map. So where there are less objects they are bigger. This works great, cos you can tweak the values in the material editor and have object distribution react in real time. But without having a scale controller in particles the operation is on hold til tomorrow.

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