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Using emitters with rigid body dynamics
Hi Everyone,
My goal
I’m hoping to model air particles that rise to the top of a box and obey rigid body dynamics with each other and the box. Ideally, for each particle, as it smoothly ramps up to a faster vibration, it also rises in the y direction and changes color from blue to orange.
My big question
I know this is a complex question, so for those of you with experience, the TL;DR is that I’m having many issues with this set up, and I’m wondering if it’s possible to do this without Expresso.
My approach
I’m trying to accomplish this by emitting the particles with a mesh emitter (single shot, zero velocity) into volume of a box. For the vibration and y-position increase, I have the particles emitted into a noise shader. If they’re in the white part of the shader, they are subjected to two field forces that both increase their y position and make them vibrate. From the start, I have a condition to check if the particles have any velocity. If they do, I first set their lifetime to 0, then switch group them into another group to turn them from blue to red based on their lifetime, which now corresponds to how long they’ve been moving.
The problem
This work well, except for the rigid body part. The issue is that I can’t just add a rigid body tag to these particles to make them collide with each other; and if I try to use a cloner, I can’t use switch groups. So, I’m at a bit of a loss at how to approach this.
<b style=”background-color: var(–bb-content-background-color); font-family: inherit; font-size: inherit; color: var(–bb-body-text-color);”>
<b style=”background-color: var(–bb-content-background-color); font-family: inherit; font-size: inherit; color: var(–bb-body-text-color);”>I’d appreciate any insights you might have! Happy to share screenshots or project files.
Thanks,
Matt
