05-29-2007, 02:04 PM
Hi Kresimir
Sorry for the very late reply and thanks for the advice.
I have been using a variety of different methods to give the particles a little bit more variation in velocity, including both 'Speed by Surface' and a 'Position Object' operator with the particles inheriting some of the emitter motion. Both of these methods work, but they have the side-effect of reducing the visual effect of the fume sim on the initial particle positions. The 'streams' that I was hoping to see coming from the particle based emitter start to look less like little puffs on each frame and more like streams but they also lose the fine detail that is produced in the FFX simulation....so it's a trade off.
The most successful attempt thus far has been accomplished by removing the FFX Birth operator entirely. Since my source in the simulation was a ParticleSource, I just spawn new particles from the same particle system that was simmed. Then the spawned particles are fed into the FFX Follow operator and they get the necessary velocity information from the fume sim. It works, but I'm curious if there is a subframe sampling bug when simulating ParticleSource objects in FFX.
Cheers
-Conrad
Sorry for the very late reply and thanks for the advice.
I have been using a variety of different methods to give the particles a little bit more variation in velocity, including both 'Speed by Surface' and a 'Position Object' operator with the particles inheriting some of the emitter motion. Both of these methods work, but they have the side-effect of reducing the visual effect of the fume sim on the initial particle positions. The 'streams' that I was hoping to see coming from the particle based emitter start to look less like little puffs on each frame and more like streams but they also lose the fine detail that is produced in the FFX simulation....so it's a trade off.
The most successful attempt thus far has been accomplished by removing the FFX Birth operator entirely. Since my source in the simulation was a ParticleSource, I just spawn new particles from the same particle system that was simmed. Then the spawned particles are fed into the FFX Follow operator and they get the necessary velocity information from the fume sim. It works, but I'm curious if there is a subframe sampling bug when simulating ParticleSource objects in FFX.
Cheers
-Conrad
I moved here from Canada, and they think I'm slow, eh.

