Houdini Spawn by distance
If you’ve used 3ds max PFlow then you are familiar with this important feature, a self explanatory title it helps you create trail of particles with a fixed predefined distance. This feature is also present in Cebas Thinking particle as (TrailBorn).
I added a couple of features and parameters for you to control:
- Distance.
- Inherit Velocity.
- Life.
- Id (a hidden one but will help you sort trails by their parent), I color coded them in the video.
- Trail Group, so you can isolate them later.
The possibilities are endless since I used a vex code, I tried it with different scenarios and it survived. Sometimes it misses a step or two not sure why and I couldn’t replicate this problem, also some fast moving parents requires you to up the dop substeps in this video I set it to 5, the system will take this into consideration so don’t worry no need to modify the code.
This technique relies on the seeds (parent particles) to have a velocity attribute so it can calculate the path right, sometimes when you add a drag force the results will be affected abit.
If you’ve used 3ds max PFlow then you are familiar with this important feature, a self explanatory title it helps you create trail of particles with a fixed predefined distance. This feature is also present in Cebas Thinking particle as (TrailBorn).
I added a couple of features and parameters for you to control:
- Distance.
- Inherit Velocity.
- Life.
- Id (a hidden one but will help you sort trails by their parent), I color coded them in the video.
- Trail Group, so you can isolate them later.
The possibilities are endless since I used a vex code, I tried it with different scenarios and it survived. Sometimes it misses a step or two not sure why and I couldn’t replicate this problem, also some fast moving parents requires you to up the dop substeps in this video I set it to 5, the system will take this into consideration so don’t worry no need to modify the code.
This technique relies on the seeds (parent particles) to have a velocity attribute so it can calculate the path right, sometimes when you add a drag force the results will be affected abit.
胡迪尼距离繁殖
如果您使用过3ds max PFlow,那么您熟悉这一重要功能,这是一个不言自明的标题,它可以帮助您创建具有固定预定义距离的粒子轨迹。这一特征也出现在Cebas思维粒子(TrailBorn)中。
我添加了一些功能和参数供您控制:
-距离。
-继承速度。
-生活。
-Id(一个隐藏的Id,但可以帮助您按父项排序),我在视频中对它们进行了颜色编码。
-追踪小组,这样你可以稍后隔离他们。
自从我使用了一个烦人的代码,我在不同的场景下尝试了它,它就活了下来。有时它会漏掉一两步,不知道为什么,我无法复制这个问题,而且一些快速移动的家长要求你在这个视频中升级dop子步骤。我将其设置为5,系统会考虑到这一点,所以不用担心,无需修改代码。
该技术依赖于种子(父粒子)具有速度属性,因此可以正确计算路径,有时当您添加阻力时,结果会受到影响。
如果您使用过3ds max PFlow,那么您熟悉这一重要功能,这是一个不言自明的标题,它可以帮助您创建具有固定预定义距离的粒子轨迹。这一特征也出现在Cebas思维粒子(TrailBorn)中。
我添加了一些功能和参数供您控制:
-距离。
-继承速度。
-生活。
-Id(一个隐藏的Id,但可以帮助您按父项排序),我在视频中对它们进行了颜色编码。
-追踪小组,这样你可以稍后隔离他们。
自从我使用了一个烦人的代码,我在不同的场景下尝试了它,它就活了下来。有时它会漏掉一两步,不知道为什么,我无法复制这个问题,而且一些快速移动的家长要求你在这个视频中升级dop子步骤。我将其设置为5,系统会考虑到这一点,所以不用担心,无需修改代码。
该技术依赖于种子(父粒子)具有速度属性,因此可以正确计算路径,有时当您添加阻力时,结果会受到影响。

路径粒子生长繁殖
原文链接:https://ae-houdini.com/archives/16575,转载请注明出处。
评论0