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Adding partciles to a cloud without emitter

Adding partciles to a cloud without emitter

2005-05-25       - By Schoenberger

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Reply:     1     2     3  



The next way I tried was to create an event
"Particle live 1, execute script on triggered particle"
And changed the position of the particle to the mesh position.

Then I tried to write a c++ command for the whole event to speed it up, but it
was not possible to use the "InTriggeredParticle"
variable as a parameter.
Then I changed the event to "every 1 frame, whole cloud" and do the if
(particle life=0) in my c++ command.
The speed difference I measured was that it took the same time for 1000
particles with the scripted event and 25000 particles with
the c++ command.


But the only problem is that you need one particle type for the each "user
emitter".
Or you change the color of the particle dependent on the original emitter and
use this in your event to choose the new emitter.


Holger Sch�nberger
technical director
The day has 24 hours, if that does not suffice, I will take the night



 |> -- --Original Message-- --
 |> From: owner-xsi@(protected)
 |> [mailto:owner-xsi@(protected)] On Behalf Of Patrick Boucher
 |> Sent: Wednesday, May 25, 2005 9:18 PM
 |> To: XSI@(protected)
 |> Subject: Re: Adding partciles to a cloud without emitter
 |>
 |> Schoenberger wrote:
 |> >
 |> > Perhaps I will disturb the quietness with a question.
 |> >
 |> >
 |> > Does anybody know how to add particles to a cloud
 |> without an emitter, BUT the new particles should be
 |> threated like default emitted
 |> > particles. (simulation, forces...)
 |> >
 |> > What have know:
 |> >  - There is a AddParticle OP (auto-created by the
 |> Addparticle function),
 |> >     but it is added after the particle simulation OP, no
 |> simulation.
 |> >  - There is a CloudPrimitive.AddParticles function,
 |> >     but this function does not seem to be supported by a
 |> >     default cloud (only by a user created cloud without
 |> simulation OP).
 |> >  - I can't use initial state as I want to continue to to emit
 |> >     particles for the whole scene time.
 |> >
 |> >
 |> > At the moment I have the workaround to "steal" particles from a
 |> > emitter, which now seems to lead to a lot of other uncomfortable
 |> > workarounds...
 |> >
 |> >
 |> > Holger Sch�nberger
 |> > technical director
 |> > The day has 24 hours, if that does not suffice, I will
 |> take the night
 |>
 |> ... A me to post, I hate writing these ...
 |>
 |> We're actually looking to do the same trick and have run
 |> into the same
 |> problems. I'd apreciate your sharing if you do find
 |> something. I'll be
 |> doing the same thing on my end...
 |>
 |> --
 |> Patrick Boucher
 |> TD - Coder - Resident geek
 |> Buzz Image Group
 |> Tel 514.848.0579
 |> Fax 514.848.6371
 |>
 |> www.buzzimage.com
 |> www.xsi-blog.com
 |>
 |> ---
 |> Unsubscribe? Mail Majordomo@(protected) with the
 |> following text in body:
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 |>


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