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Particle subframe sampling

Particle subframe sampling

2005-04-29       - By Vince Fortin

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Reply:     1     2     3     4     5     6  

It seems that instead of having real sub-frame based simulations,
particles have been patched progressively to accommodate a few
functions (emission & collisions). Now every time a new feature is
added, sub-frame is omitted and we rage until it's patched again.
I'm affraid this will be disscussed again forever since it is a very
important feature in any simulation system.

As for the plotted particle, guys, wouldn't that be possible in
parallel if the emitting spheres were simply stuck on particles
without any plotting?
As usual, scripting will get you around most issues like this one. But
at this point it's not even FUN :(

Vincent

On 4/29/05, Eric Lampi <ericlampi@(protected)> wrote:
> Thanks Vince, but what I need has to be more flxible
> than that, becuase there's going to be a lot of these
> and I don't have time to do this for all of them!
>
> Well, looks like I'll be doing some Maya tutorials...
>
> E
>
>
> --- Vince Fortin <vfortin@(protected)> wrote:
> > Hi Eric,
> > Best thing I can suggest is to plot the red
> > particles into real
> > emitters (geometry) and use sub-frame emission even
> > though it works 1
> > time out of 5.
> >
> > With a scriptable emit, we could easily decay a
> > couple of blue
> > particles and give them a small individual offset to
> > break these
> > patterns.
> >
> > Good luck!
> > Vincent
> >
> >
> >
> > On 4/29/05, Eric Lampi <ericlampi@(protected)> wrote:
> > > See attached pic.
> > >
> > > Yes, I know, there is no subframe sampling.  There
> > > should be!
> > >
> > > So I want to emit a few particles (red) and from
> > those
> > > particles emit a trail (blue).  I'm using a Nframe
> > > event set to 0, 1 particle per frame emitted.  You
> > can
> > > see what my problem is of course, there are gaps
> > in
> > > between.
> > >
> > > Other than increasing my framerate, has anyone
> > come up
> > > with a way to fix this?  Maybe there's some hidden
> > > function that I just don't know about?
> > >
> > > It's entirely possible that I'll be half-stepping
> > over
> > > to the dark side for particle F/X for this next
> > job.
> > > But I would rather use something I am more
> > familiar
> > > with for the obvious reasons...
> > >
> > > E
> > >
> > > Freelance 3-D Animator, F/X Artist, Particle Man
> > >
> > >
> >
> > ---
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> > following text in body:
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> >
>
> Freelance 3-D Animator, F/X Artist, Particle Man
> ---
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