Rain emitter following a moving car - Printable Version +- tyFlow Forum (https://forum.tyflow.com) +-- Forum: tyFlow Discussion (https://forum.tyflow.com/forum-1.html) +--- Forum: General Discussion (https://forum.tyflow.com/forum-2.html) +--- Thread: Rain emitter following a moving car (/thread-1954.html) |
Rain emitter following a moving car - dv2000 - 09-19-2020 Hi, We have a rain emitter that must follow a car on highway. Unfortunately making an emitter one mile long is not an option so we want to animate an emitter that is following a car but we dont want particles to act like it's moving. Iguess we want to disable motion inertia. Thanks RE: Rain emitter following a moving car - tyFlow - 09-19-2020 It's probably better to just simulate the rain on a static vehicle setup, cache it out, then link the tyCache to the moving vehicle and set the coordinate mode to local. RE: Rain emitter following a moving car - dv2000 - 09-21-2020 (09-19-2020, 09:28 PM)tyFlow Wrote: It's probably better to just simulate the rain on a static vehicle setup, cache it out, then link the tyCache to the moving vehicle and set the coordinate mode to local. Thank you Unfortunately our road also gets hit by the rain and it curves. I wish there was an option of almost like world space modifier where new rain appears when emitter moves RE: Rain emitter following a moving car - d4rk3lf - 09-21-2020 Not sure why you think Tyson's solution wouldn't work even the road have curves, and why you think the rain wouldn't hit the road? Anyway, how about you clone the road, raise it above the car (scale it up a bit), it will serve as emitter. Then add some box above the car, link it to the car, and use that box as a polygon selection for your road emitter (with TySelect). Then just spawn particles on selected polygons on the top road emitter. |