Hello, I am trying to re-create an effect from a ManvsMachine video [vimeo.com]. Time stamp (00.07 - 00.09)
I followed a Entagma [www.youtube.com] tutorial since it was the closest thing I could find, so far I can emit circles but they are not 'expanding'. How would I achieve this effect?
So far this is what my setup looks like,
How to emit geometry while making it expand?
1405 6 0- EdwinCarlCapalla
- Member
- 17 posts
- Joined: Nov. 2019
- Offline
- mestela
- Member
- 1748 posts
- Joined: May 2006
- Online
- EdwinCarlCapalla
- Member
- 17 posts
- Joined: Nov. 2019
- Offline
- EdwinCarlCapalla
- Member
- 17 posts
- Joined: Nov. 2019
- Offline
- BabaJ
- Member
- 2047 posts
- Joined: Sept. 2015
- Offline
EdwinCarlCapalla
May I ask, how does @v = @P work? I'm a bit confused on how just by making the vector equal the points position, is responsible for making the rings expand.
That's because the points position is really a vector to world origin - hence it can be treated like a direction.
Hope I don't sound condenscending but just do a bit of research in math on the topic of vectors in math:
In the example hip you were given the circle starts with a radius of one - so the @P will be already 'normalized'.
Try the example with the circle say at a scale of 50 and use the same @v = @P, then look at the results with @v = normalize(@P). Or even then try @v = @P * 50.
Hopefully with your reference to some math topic you found you might get a better understanding of vectors - direction and magnitude, and take advantage of looking at a points position in terms of being a vector too - you can be more 'creative' in your work.
Edited by BabaJ - March 3, 2021 10:45:17
- EdwinCarlCapalla
- Member
- 17 posts
- Joined: Nov. 2019
- Offline
BabaJ
That's because the points position is really a vector to world origin - hence it can be treated like a direction.
Hope I don't sound condenscending but just do a bit of research in math on the topic of vectors in math:
In the example hip you were given the circle starts with a radius of one - so the @P will be already 'normalized'.
Try the example with the circle say at a scale of 50 and use the same @v = @P, then look at the results with @v = normalize(@P). Or even then try @v = @P * 50.
Hopefully with your reference to some math topic you found you might get a better understanding of vectors - direction and magnitude, and take advantage of looking at a points position in terms of being a vector too - you can be more 'creative' in your work.
Not at all, I appreciate all the help I can get. I'll research more about the topic you mentioned. Do you have any references/recommendations I can read?
Thanks for the explanation!
- BabaJ
- Member
- 2047 posts
- Joined: Sept. 2015
- Offline
EdwinCarlCapalla
Do you have any references/recommendations I can read?
No, but since it is a very basic prinicple in math just do a search with - Math vectors magnitude direction.
And you will find a load of references. You might want to play in Houdini with some add/line and wrangle nodes trying and seeing the differences between multiplying and adding vectors, and more or else visualizing the concepts of the references you find.
-
- Quick Links