@Luos_83 Can you have particles spawn in a specified non conform area, like the shape of a crystal. And can you make particles destroy themselves when they move out of that area?
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W odpowiedzi do @yrdenwatch
Cascade not that easily, Niagara would make it easy. Though never tried this. More technical buddy
@JKashaar his brain can probably give better pointers.1 odpowiedź 0 podanych dalej 0 polubionych -
W odpowiedzi do @Luos_83 @yrdenwatch
Depending on what you need them to move like, the best way to approach this might not be particles at all. I've recently worked a lot with "fake" particles that are just a static mesh consisting of scattered quads, turned into camera-facing sprites and moved on the vertex shader.
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This yes - I actually just made a system for this which also accepts vertex animation textures and particles will find the closest path in the texture to use. Houdini also has tools for baking out particle simulations to lookup textures - it's essentially as Jan describes though
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You can use one texture to represent the volume of your shape (grid or scattered points in your shape) and then just have each mesh particle pick a random pixel from that texture. You can then do whatever you want in the vertex shader from there
Wydaje się, że ładowanie zajmuje dużo czasu.
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