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Particle System: Force Modifier Custom Shape

Posted: 16 Jul 2019, 12:42
by cogitator
Hi guys,
this is my third attempt to start a discussion in this forum. Where is the community, where is the ventuz team?

Okay, back to topic:

I was wondering why it's not possible to set a custom shape(vertex via meshloader) for the Force Modifier of the Particle System. Sphere and plane are already available, so this should be possible if the user is keeping an eye on the polygon-amount.
Unbenannt.PNG
Unbenannt.PNG (11.76 KiB) Viewed 4576 times

What I want to archive is to create a dynamic non-linear cross-fade morph between different meshes. For a linear workflow, this could be archived trough an animated mesh, but for jumping from position 1 to 5 to 3 this is not possible.

So maybe this is a future feature or somebody already has a workflow for this.

Thanks in advance
David

Re: Particle System: Force Modifier Custom Shape

Posted: 17 Jul 2019, 11:00
by Naggar
Hi..
thanks for this i didnt even notice that there were other options than sphere in the force modifier.
+1

Re: Particle System: Force Modifier Custom Shape

Posted: 05 Aug 2019, 16:20
by Dennis
I will get Dierk into this...

Lets see if such things can make it into the next "coding block for the particle system"..

regArts

Dee

:ugeek:

Re: Particle System: Force Modifier Custom Shape

Posted: 06 Aug 2019, 09:10
by Dierk Ohlerich
Hi,

you are right, unfortunately some important features where planned but not implemented due to time constrains. I could spend the rest of my life adding features to the particle system, and that would be a good life :-) Even though we have not scheduled a "next particle system block", I can assure you that the system is open for expansion and I am eager to do it.

The reason why in some places you can select a few pre-programmed shapes instead of just loading a mesh is that these shapes are not implemented as polygon meshes but as pure math. For instance, the test if something is in a sphere is "length(center-pos) < radius" (and even that can be made faster). Testing if something is inside a polygonal mesh is either very slow or very complicated.

At the moment the only mesh-based particle effect is the vertex emitter. And if you load an animated mesh (which can be created with the Cinema4d live link), you can jump to any animation phase. The non-linear fading can either be baked into the mesh or realized through non-linear stepping through the shapes.

Re: Particle System: Force Modifier Custom Shape

Posted: 21 Aug 2019, 17:13
by cogitator
Thanks for the update Dierk,

I'm excited to get some updates on this soon :-)
Dierk Ohlerich wrote:
06 Aug 2019, 09:10
At the moment the only mesh-based particle effect is the vertex emitter. And if you load an animated mesh (which can be created with the Cinema4d live link), you can jump to any animation phase. The non-linear fading can either be baked into the mesh or realized through non-linear stepping through the shapes.
Yes, this would be my solution for the moment as well