for a nice change im doing some particle work.
butterflies!
getting some nice results using random walk to give an approximation of fluttery behaviour.
trouble is a) some end up trapped in little "knots" in the noise field, or just look odd.
and b) client requires no butterflies enter the bottom 40 pixels of the screen.
b) i have been trying to solve with inverse gravity with a strong falloff so as they get close to the bottom they are repelled, and also with a deflector.. neither seem to work even remotely reliably.. deflector particularly seems useless letting loads of particles through.. gravity is better but if they come too fast it doesnt have the strength to deflect unless i crank it up, and if i do that, then slow particles get shot upwards too fast.
anyway my backup for b) and only solution for a) was to manually select troublesome particles and simply delete them, using split selected and delete.
infuriatingly though, having set this up, when i start selecting particles, every selection seems to change a random seed somewhere, so all the particles move.. meaning the ones i need to select change..... that way lies madness and no particles.
any advice beyond "dont use pflow" or "you just need to code a custom operator" ?
butterflies!
getting some nice results using random walk to give an approximation of fluttery behaviour.
trouble is a) some end up trapped in little "knots" in the noise field, or just look odd.
and b) client requires no butterflies enter the bottom 40 pixels of the screen.
b) i have been trying to solve with inverse gravity with a strong falloff so as they get close to the bottom they are repelled, and also with a deflector.. neither seem to work even remotely reliably.. deflector particularly seems useless letting loads of particles through.. gravity is better but if they come too fast it doesnt have the strength to deflect unless i crank it up, and if i do that, then slow particles get shot upwards too fast.
anyway my backup for b) and only solution for a) was to manually select troublesome particles and simply delete them, using split selected and delete.
infuriatingly though, having set this up, when i start selecting particles, every selection seems to change a random seed somewhere, so all the particles move.. meaning the ones i need to select change..... that way lies madness and no particles.
any advice beyond "dont use pflow" or "you just need to code a custom operator" ?
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