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	<title>Creative COW | Peter Bentley | Activity</title>
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				<title>Peter Bentley started the discussion Keep particle geometry all the same visual size despite distance from the camera in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/keep-particle-geometry-all-the-same-visual-size-despite-distance-from-the-camera/</link>
				<pubDate>Tue, 04 May 2021 20:53:03 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/keep-particle-geometry-all-the-same-visual-size-despite-distance-from-the-camera/">Keep particle geometry all the same visual size despite distance from the camera</a></p> <div class="bb-content-inr-wrap"><p>I&#8217;ve got a thinking particle emitter sending out particles that end up sticking to scene geometry wherever they make contact. I would like to render the geometry (a circular disc) associated with each particle at the exact same visual size so that if I were to measure any two dots they would be the same pixel size. I think I need to tie the scale&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-351359"><a href="https://creativecow.net/forums/thread/keep-particle-geometry-all-the-same-visual-size-despite-distance-from-the-camera/" rel="nofollow"> Read more</a></span></p>
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				<title>Peter Bentley replied to the discussion Shoot an object out of an emitter and have it stick to another object in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/shoot-an-object-out-of-an-emitter-and-have-it-stick-to-another-object/#post-2409501</link>
				<pubDate>Tue, 04 May 2021 16:52:39 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/shoot-an-object-out-of-an-emitter-and-have-it-stick-to-another-object/#post-2409501"><span class="bb-reply-lable">Reply to</span> Shoot an object out of an emitter and have it stick to another object</a></p> <div class="bb-content-inr-wrap"><p>I figured it out. <span>Here are the steps I was missing (sharing for posterity):</span></p>
<ol>
<li>
Create a P Pass node in xpresso </li>
<li>Create a PDeflector node in xpresso</li>
<li>Hook them up </li>
<li>Make a cube </li>
<li>Make it editable </li>
<li>Drag it onto the PDeflector node in xpresso</li>
<li>On the deflector node, set bounce to zero </li>
</ol>
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				<title>Peter Bentley started the discussion Shoot an object out of an emitter and have it stick to another object in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/shoot-an-object-out-of-an-emitter-and-have-it-stick-to-another-object/</link>
				<pubDate>Mon, 03 May 2021 22:44:07 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/shoot-an-object-out-of-an-emitter-and-have-it-stick-to-another-object/">Shoot an object out of an emitter and have it stick to another object</a></p> <div class="bb-content-inr-wrap"><p>I want to create a scene that has many thousands of simple objects (probably small spheres or cubes) stuck to other invisible objects. I&#8217;ve spent the last few hours googling and I think the solution to my problem might lie in thinking particles, but I can&#8217;t figure out how to do what I&#8217;m trying to do. More specifically, I think I want&hellip;<span class="activity-read-more" id="activity-read-more-351306"><a href="https://creativecow.net/forums/thread/shoot-an-object-out-of-an-emitter-and-have-it-stick-to-another-object/" rel="nofollow"> Read more</a></span></p>
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