Thank you for the quick response!
Complexity of the PCB Texture:
The PCB texture I'm working with isn't as complex as 100k lines, but it's not simple either. I anticipate around 1-2 thousand splines at most after conversion. I understand that tyFlow lacks native image edge-detection features, making my original approach less feasible.
Auto-trace in Illustrator:
The suggestion to auto-trace the image in a program like Illustrator to create splines is promising. I hadn't considered converting the texture into a more "particle-friendly" format and will give this a try. I had thought about manually converting this into splines, but considering the complexity and volume, it would be a laborious task.
Questions
1. Additionally, are there any notable limitations or pitfalls I should be aware of when applying the Path Follow operator to manage the motion of particles along these relatively complex paths?
2. Are there any limitations I should be aware of when using the Path Follow operator for a path as complex as this?
3. Are there specific settings within the Path Follow operator that you'd recommend tweaking for optimal results with this type of particle movement?
Thanks again for your help and guidance!
Complexity of the PCB Texture:
The PCB texture I'm working with isn't as complex as 100k lines, but it's not simple either. I anticipate around 1-2 thousand splines at most after conversion. I understand that tyFlow lacks native image edge-detection features, making my original approach less feasible.
Auto-trace in Illustrator:
The suggestion to auto-trace the image in a program like Illustrator to create splines is promising. I hadn't considered converting the texture into a more "particle-friendly" format and will give this a try. I had thought about manually converting this into splines, but considering the complexity and volume, it would be a laborious task.
Questions
1. Additionally, are there any notable limitations or pitfalls I should be aware of when applying the Path Follow operator to manage the motion of particles along these relatively complex paths?
2. Are there any limitations I should be aware of when using the Path Follow operator for a path as complex as this?
3. Are there specific settings within the Path Follow operator that you'd recommend tweaking for optimal results with this type of particle movement?
Thanks again for your help and guidance!