Flip sim paths
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- tinyT
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- 55 posts
- Joined: Aug. 2015
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- rove
- Member
- 34 posts
- Joined: Jan. 2011
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Avoid using the sourcing input for force redirection. The sourcing step in FLIP is primarily designed for injecting new particles or adding a one-time initial velocity volume at birth, not for steering active simulation particles.
There are a couple of available options:
As you mentioned use a pop curve force. This might be best if you're aiming for a guided flow.
If you just want particles to completely avoid a specific area / volume (like an invisible boulder or a dead zone), don't use forces at all. Use a Static Object or standard collision volume, and make sure it is invisible at render time.
If you want particles to actively 'run' away from a specific area, a POP Attract (with negative force which basically turns your pop attract into a "POP Repel") with a bounding box/spherical mask might just be it. I think that would be incredibly efficient.
There are a couple of available options:
As you mentioned use a pop curve force. This might be best if you're aiming for a guided flow.
If you just want particles to completely avoid a specific area / volume (like an invisible boulder or a dead zone), don't use forces at all. Use a Static Object or standard collision volume, and make sure it is invisible at render time.
If you want particles to actively 'run' away from a specific area, a POP Attract (with negative force which basically turns your pop attract into a "POP Repel") with a bounding box/spherical mask might just be it. I think that would be incredibly efficient.
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