hello,
i am trying to create a particle cloud from a texture, and have it move around later on using advect fields
however the particles generated, they start to move when i play the scene, even though i have no forces applied, the strangest thing is that they seem to have a goal based on and invisible wall, and i cannot figure this out.
i added the scene if anyone wants to check
any ideas are welcome. 
Cheers
E
                    
					
						VOP POP, help creating a point cloud from a texture
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- Elwood
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- eetu
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                        You're reading the position of the points each frame, subtracting from the Z coordinate and then writing that as the new position. In SOP-land that would result in just a static displacement, but here in DOP-land we are simulating the positions, and so it ends up moving the particles.
The “wall” comes from the Fit node.
					
                    
                        
                    
					
						
					
                    
                    
                The “wall” comes from the Fit node.
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- Elwood
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                        Hi thanks for the info,
forgot to mention i am a fairly new user, so i understand what would happend tih that in a DOP network, and also what is going on with the fit node,
but i do not get why is it simulating movement in the particles when the texture source doesnt change.
are you saying that i should change the setup, to have the particles beeing positioned in that fashion with no regards to actual particle position, in order to bypass the per frame calculations?
Thanks
#################EDIT###################
found a way around it stoppping the activation of the node.
thanks
#################EDIT###################
					
                    
                        
                    
					
						
					
                    
                    
                forgot to mention i am a fairly new user, so i understand what would happend tih that in a DOP network, and also what is going on with the fit node,
but i do not get why is it simulating movement in the particles when the texture source doesnt change.
are you saying that i should change the setup, to have the particles beeing positioned in that fashion with no regards to actual particle position, in order to bypass the per frame calculations?
Thanks
#################EDIT###################
found a way around it stoppping the activation of the node.
thanks
#################EDIT###################
- 
                               
                                
                                  
- eetu
- Member
- 606 posts
- Joined: May 2007
- Offline
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