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nateusiak
Hello all, this is my first time posting on here so greetings. I have been working on a tool that takes an input curve and adds velocity to it for use in a Pyro sim (also FLIP but first getting it to work with Pyro). I have been working on this tool to help give the artist an easy way to direct a Pyro sim along a curve.

Here is an example of how it is currently working:
https://vimeo.com/55189800 [vimeo.com]
Here is a screen cap of how I have implemented the use of the tool:
https://vimeo.com/55238678 [vimeo.com]

I'm also including my otl and an example file.

I would like any feedback as to ways to improve the tool or other/better ways of accomplishing similar effects. I greatly appreciate it.
Thank you much.
nateusiak
I cross posted this on odforce and was given a suggestion to use Vops rather than scattering points in a volume. After reworking the tool in Vops I am very pleased with how much faster it is cooking. I am instead within the Vopssop taking normal tangents and displacing the points along those vectors which in turn gives me more control.
I still of course welcome any feedback, suggestions or critique.
Thank you.

Here is a link to the odforce post:
http://forums.odforce.net/index.php?/topic/16731-velocity-from-curve-tool/ [forums.odforce.net]

I have not posted any more tests yet but a screen cap of the tool use can be found here:
https://vimeo.com/55833089 [vimeo.com]
goldfarb
very cool!
nateusiak
Thank you much.
eddgarpv
Looks good, thanks for sharing it. I'm thinking of adding some velocities to underwater particles and this will help a lot to understand how to implement it.. this vops thing feels powerful (coming from maya :roll: )
nateusiak
You are welcome
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