Hi, I am trying to create growing efekt from my red particals. A create ICEtree with simple efect when green box/particals are closest yellow area with particals change to red but I can not create the effect of red spots grow.
Any ideas ?
G.
ICE....growing range
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Czarodziej3D
- Posts: 5
- Joined: 05 Mar 2010, 11:29
ICE....growing range
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Hirazi Blue
- Administrator
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- Joined: 04 Jun 2009, 10:15
Re: ICE....growing range
Just a wild guess (as I'm not really an ICE-Guru, to put it mildly):
I see you have a point cloud for emitting and a point cloud for growing. Might be an idea to place both trees under one point cloud to ensure your "grow" ICE Tree actually changes the color on the particles you originally emitted...
;)
I see you have a point cloud for emitting and a point cloud for growing. Might be an idea to place both trees under one point cloud to ensure your "grow" ICE Tree actually changes the color on the particles you originally emitted...
;)
Stay safe, sane & healthy!
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Czarodziej3D
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Re: ICE....growing range
thanks Hirazi Blue but in my situation specifically want to create this effect. I can use weithe map but I do not want.
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grahamef
- Posts: 281
- Joined: 23 Jun 2009, 19:01
Re: ICE....growing range
Use Get Closest Points instead of Get Closest Location on Geometry. Get Closest Location on Geometry only returns one location, not an array.
Note that Get Closest Points is a basic node, not a compound, so you'll need to plug Self.PointPosition into its Position input and then get the PointPosition at the returned locations. (Get Closest Location on Geometry does all of that for you internally, if you look inside.)
Note that Get Closest Points is a basic node, not a compound, so you'll need to plug Self.PointPosition into its Position input and then get the PointPosition at the returned locations. (Get Closest Location on Geometry does all of that for you internally, if you look inside.)
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Czarodziej3D
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- Joined: 05 Mar 2010, 11:29
Re: ICE....growing range
grahamef wrote:Use Get Closest Points instead of Get Closest Location on Geometry. Get Closest Location on Geometry only returns one location, not an array.
Note that Get Closest Points is a basic node, not a compound, so you'll need to plug Self.PointPosition into its Position input and then get the PointPosition at the returned locations. (Get Closest Location on Geometry does all of that for you internally, if you look inside.)
great idea but nothing has changed
I am angry because it should by simple :/
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Pooby
- Posts: 501
- Joined: 27 Aug 2010, 20:25
Re: ICE....growing range
You have nothing in your tree that would create an additive effect over time.
On a new branch you need to use closest points to find the color of the nearest, say 5 neighbours, see if one of them is red, (find closest in array, compare it to red (you may need to split it into RGB for this as I think you cant use it on color))and if so, set the particle red. If not just get color and set color, leaving it as it was. This will colour more particles red each frame and cause it to spread.
By the way, you dont need a simulate particles node for this kind of thing.. thats just for calculating movement with momentum.
On a new branch you need to use closest points to find the color of the nearest, say 5 neighbours, see if one of them is red, (find closest in array, compare it to red (you may need to split it into RGB for this as I think you cant use it on color))and if so, set the particle red. If not just get color and set color, leaving it as it was. This will colour more particles red each frame and cause it to spread.
By the way, you dont need a simulate particles node for this kind of thing.. thats just for calculating movement with momentum.