mestela
Attached hip isn't perfect, but should give you some ideas.
It's a few concepts linked together:
- A way to animate random emission locations from a surface
- Sticking particles to a surface with the vex minpos() function
- Making particles avoid each other via grains, collide with the ground, and be slowed down with drag
- Copying shapes to those particles, and making sure they're oriented correctly.
This is super helpful. Thank you for pushing me in the right direction.
Just to follow up on your setup, to remove the intersection between geometry, can you solve it in the grain node or do you need to calculate the distance between the crystals? Some crystals could have a random scale so it can't be uniform distance, but rather calculated for each object. Would you use forLoops to look into each individual object and calculate the distance for each of them?