Post requests for new features to this forum group. Any suggestion to expand the possibilities of Ventuz are welcome.
Moderator: Support
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Naggar
- Posts: 142
- Joined: 22 Dec 2016, 14:02
- Location: Dubai, United Arab Emirates
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by Naggar » 08 Jun 2018, 20:43
Hi again..
Been working on a new VR Shooting game and I wanted to try the new particle system with some bullets and dummies.
I was hoping there could be a new particle emitter attribute for something like projectiles.
something that would be limited to single particle bursts but info on the world position of that particle or maybe just events/triggers when a particle hits a collision plane.
Thanks

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Naggar
- Posts: 142
- Joined: 22 Dec 2016, 14:02
- Location: Dubai, United Arab Emirates
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by Naggar » 27 Nov 2018, 07:12
Hey guys..
V6.2 has opened a few new doors for us.. Thanks for that
I'd still like a reply on this subject though.
Projectile emitter and Collision Volume

, are there any plans for those features?
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Dennis
- Posts: 356
- Joined: 08 Jun 2015, 11:29
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by Dennis » 27 Nov 2018, 10:57
Collision Volumes will come... but i cant estimate a timeframe for that.
Projectile Emitter can be already achieved by using the simulation and using an anchor for the emitter position... and make use of the "burst" (1).
regArts
Dee
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Naggar
- Posts: 142
- Joined: 22 Dec 2016, 14:02
- Location: Dubai, United Arab Emirates
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by Naggar » 29 Nov 2018, 07:09
That's all good and done.
But I'd like an event on collision, we can already burst secondary particles on "particles killed" for example:
Shooting Bullets -> bullets hit collision plane and die -> spark particles emit at position of death (which btw acts wierd with collision planes and sometimes dies before hitting the plane). But in the end, I cant make the object I hit react without any outputs.
But I was thinking that maybe it would be possible using the same concept as "3D touch simulation" in particle systems.
If i Place a cube and a touch button in front of it; and if i would have a modifier or emitter which can generate touch inputs, would that be an option?
Thanks
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Naggar
- Posts: 142
- Joined: 22 Dec 2016, 14:02
- Location: Dubai, United Arab Emirates
Post
by Naggar » 29 Nov 2018, 12:22
basically, When Particle enters Button Volume- I recieve "touch inside" trigger
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Dennis
- Posts: 356
- Joined: 08 Jun 2015, 11:29
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by Dennis » 29 Nov 2018, 12:57
Ah i see,
yeah i think i created already a ticket for this. i will have a look and if this ticket doesnt exist it might be very useful to have "standard" events as output wherever it is possible... col-planes, sources (particle born) and dead etc pp..
Thanks i will get back to you
Dee

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Naggar
- Posts: 142
- Joined: 22 Dec 2016, 14:02
- Location: Dubai, United Arab Emirates
Post
by Naggar » 01 Dec 2018, 13:35
That would be a great addition.
Thanks

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Naggar
- Posts: 142
- Joined: 22 Dec 2016, 14:02
- Location: Dubai, United Arab Emirates
Post
by Naggar » 01 Dec 2018, 13:42
It could even be just as adding a “trigger” flag input in the mesh renderer module of the particle systems. If it is enabled, and a particle hits a button volume, that button would receive a trigger. I dont know if it might mess up with performance if its not limited, but its a suggestion.