You can use a Script operator to measure the dot product between a particle's velocity and the normal of the nearest point on a surface - from there you can use the acos of that dot product to compute the angle in radians and use that data to configure particles however you need. Beyond that, there's no built-in way to change particles based on the glancing angle of their collisions...
Collision angle
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Messages In This Thread |
Collision angle - by Garry - 10-02-2025, 04:55 PM
RE: Collision angle - by tyFlow - 10-06-2025, 03:07 AM
RE: Collision angle - by Garry - 10-06-2025, 03:40 PM
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