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Particles Part 02 - Conform To Surface

Same base object - brand new effect. Today we'll make particles conform to the underlying surface by using the double cross product. This is a standard technique for creating a surface constraint. In this video you'll learn how to pull off this effect and why wiring nodes inside DOPs can be different than elsewhere. We import reference geo to DOPs and use VOPs to build our custom constraints tool. So more particles it is - enjoy.

Attached you'll find the file I created while recording the video and the render setup that was used to generate the intro. In there you'll find some more setup, for size and color. RS again. Mantra will come, hopefully :-)

The HDR image I used can be downloaded here: http://www.hdrlabs.com/sibl/archive.html

Particles Part 02 - Conform To Surface

Comments

stick_to_surface POP VOP only applies to particles in the "off" group which is where @mydist is set. But particles only get added to the "off" group if @mydist < 0.1. I don't understand how @mydist ever gets set unless @mydist returns 0 if not set.

Mark Horgan

uv is a 2D coordinate on the parametric surface that goes between 0 and 1 for each component. uv is needed for the Primitive Attribute node. So he's not getting the normal of the primitive but the normal at uv location on the primitive which is close to the normal that was set on the points earlier in the SOP network.

Mark Horgan

This was was amazing! Just wanted to ask you around 16:45 when you say in the xyzdist node when you are reading out the attribute, you talk about a uv vector ? can you explain here what does it mean please? and why are we using it? Since all we wanted was the primivte closest to the particles and we can use the prim output. Thank you!

Ray J

Thank you for the support! I'm unfortunately a newbie. I've just tried the pscale remap in a POP VOP in the POP NET. 1st - I don't even know where in the network to remap, then 2nd I can't seem to remap it either. (Perhaps I'm asking for too much support here! Since you have projects and tutorials to finish!)

Yu Fujishiro

I remapped the "pscale" attribute using the distance to the surface as an input. When they fall under a certain pscale threshold value I kill them using the POPKill and a VEXpression.

Entagma

Manuel! How did you fade out or kill the particles that travel far out like in the RS render in the beginning of the tutorial? I tried to use a POP Kill in to !off group at the end of the POP Merge (if it goes over a certain dist). However, I can't seem to get the same effect!

Yu Fujishiro

Hi Ava, this is interesting. I'll look into it in the future. What exactly are you trying to do? Just stick points to the skin of a moving char?

Entagma

Hi, thanks you for all these tutorials. how about having a deforming object, like a walking character, how to conform particles on it, as it only recognize the first frame..could you explain or make a quick guide. thanks

ava

Hi Manu, I was following this tutorial because it really is beautiful as you defined it, loved it, and I ended up in a neat and pleasant derivation, so I thank you : ) https://vimeo.com/336996616

Alfredo San Martin Castro

First disable the displace to put the particles directly on the surface. But this is not enough. You have to alter the stick to surface constraint, too. Instead of changing v you have to change P. Just read P from the surface, get rid of the double cross product and set the particles position with the position read from the surface.

Entagma

I get 10 times more excited when new Entagma episode is out then any Game of Thrones.

ILYA LUGVINEV

I tried to disable the displace vop, but the particles still deviate over time.

Dag Kjetsa

Hi. I need to have the particles slide on the actual surface, not stick. And I have to give them some more directional force in addition so they kind "blow" across the surface, which means I will have to kill them when they reach an extremity where they would just otherwise bunch up.

Dag Kjetsa

Hi Dag. What do you mean? Do you want to put the points on the surface and then keep them there? Instead of modifying the velocity? If you just want to have points on the surface only then deactivate the displace VOP.

Entagma

Excellent tutorial! I was just looking for ways to stick points to surfaces and then this popped up. :) Thanks! Just one question: I have to actually stick points/particles directly onto the surface. Is there an easy way to modify this particular setup to achieve this?

Dag Kjetsa


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