1. Tokeru's VEX avoiding algorithm https://tokeru.com/cgwiki/PopsSplitAvoid.html [tokeru.com] (but it still collides with trails, whatever is the search scale).
2. Trails as vdbs through sop solver inside dopnet (get stuck in the end) https://www.sidefx.com/forum/topic/72366/?page=1#post-306180 [www.sidefx.com]
3. Tried to drive partiles with a smoke sim filling a form (the movement is smooth but it doesnt spread upon a surface) https://www.youtube.com/watch?v=JxXbNbetKgU&t=1343s [www.youtube.com]
4. Gonna play with the pyro spread tomorrow.
Maybe I just didnt tweak enough or I could miss something obvious. But I have some results with flip src's and brush colliders driven by the popnet. In the end they all get trapped by their own trails and start spinning chaotically.
I assume that the particles might somehow check the surface before landing (as shown here https://www.sidefx.com/forum/topic/95448/?page=1#post-419500 [www.sidefx.com] ) but it seems too difficult, I only can follow and mix together some instructions.
Appreciate your help!
Image Not Found