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Particle gradient fall off - Printable Version

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Particle gradient fall off - zoomorbit - 01-05-2022

Hello, 

I would like to know which node I need to add to make this tyflow sim appear to fall all towards the end. At the moment the distribution is even through out.

   
   

Please let me know if I need to add anymore information.

Thanks.


RE: Particle gradient fall off - d4rk3lf - 01-06-2022

You can use gradient ramp texture, and position object operator (by texture), to distribute denser particles at the begin, and low density at the end.

If you mean distribution as "fall off" 3Ds Max procedural, I think that's not possible, because fall off map is view dependent, and it basically works only in render.


RE: Particle gradient fall off - zoomorbit - 01-18-2022

(01-06-2022, 10:56 AM)d4rk3lf Wrote: You can use gradient ramp texture, and position object operator (by texture), to distribute denser particles at the begin, and low density at the end.

If you mean distribution as "fall off" 3Ds Max procedural, I think that's not possible, because fall off map is view dependent, and it basically works only in render.

Hi and thank you for the suggestion, I will give this a go.