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Containing startd particles within geometry
Posted by Alan Lacey on August 13, 2010 at 9:44 amCan anyone describe a process where I can limit the random motion of a group of standard particles withing a given containing polygon?
Thanks
Alan
FlashXDR,XDcamHD,XDcamEX,D9 etc
FCS,AE,Combustion,LiquidSilver,Vegas,Edius,
G5,MBP,Vista64,XPAlan Lacey replied 16 years ago 2 Members · 3 Replies -
3 Replies
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Alan Lacey
August 15, 2010 at 8:32 amFailing that I do have thinking particles but don’t have a lot of time, and the expertize! to accomplish this quickly.
Thanks
Alan
FlashXDR,XDcamHD,XDcamEX,D9 etc
FCS,AE,Combustion,LiquidSilver,Vegas,Edius,
G5,MBP,Vista64,XP -
Brian Jones
August 15, 2010 at 5:26 pmThere were some plugins for standard particles that let you do that but without those (I don’t think they are available/work with the modern versions anymore). With TP it’s very easy, you want the PDeflector node. There are tuts available and you can do a lot just checking out the TP presets in the Content Browser – if you don’t have those they’re on Maxon’s site in the Downloads/Materials and Goodies -though from v11 onwards they should be on your install DVD. Try dropping in a TPStandard emitter and a TP Object Collision and an object to reflect off, the object has to be polygonal, and drag the object into the TP Object Collision/Collision Object attribute. Getting it to work inside an object will mean aligning the normals the right way and/or setting the PDeflector node (it’s in the the XPresso attached to the TP Object Collision) to Front Back or Two Sided. All of it can be done with a single XPresso tag if you are making it yourself and not using the presets FWIW.
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Alan Lacey
August 16, 2010 at 1:03 pmThanks fpr such a comprehensive answer Brian. I’ll give TP a go deadline permitting otherwise I’ll stay with all my deflectors!
Cheers Alan
FlashXDR,XDcamHD,XDcamEX,D9 etc
FCS,AE,Combustion,LiquidSilver,Vegas,Edius,
G5,MBP,Vista64,XP
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