I am playing around with some particles and I am trying to the corona distance texture to see the Pflow source as an object to take into consideration for the swapping of texture based on distance. but it doesn’t seem to work? Is this even supported or am I missing something?
I hope this makes sense, if not please let me know.
I’ll try looking into this asap. Does anything change if you toggle between “full geometry” and some simplified representation of the pflow in viewport? Would it be possible for you to use mesher to turn the pflow into regular mesh?
No the real problem is that distanceTex won’t allow the Pflow source to be seen as geometry. So the only current way I think of would be to cache out the particles or something, but that kind of defeats the purpose of a dynamic particle system in this case.
I have tried both 20% viewport displayed and 100%, same thing.
In an ideal world all you would add would be the instance object the Pflow system uses, but not sure how distanceTex will understand that there are suddenly 500 instances of it.
PF Source created, set to use a Box as its particle
Mesher created with the PF Source in the Pick Object
PF Source render properties set to not renderable
Plane created, painted with a material that uses CoronaDistance in it - the Distance From is set to the Mesher object (here I just plugged that in to Self Illumination)
This will animate fine from what I can see. May be other options, here I was making the particles not show up in the render and just leaving the Mesher versions visible, but likely could make the Mesher ones invisible and the original particles left visible too. Not 100% sure that is the result you are looking for, but should let the target change based on the distance to the arrows I think.