05-02-2021, 09:22 AM
(05-02-2021, 07:30 AM)mic3mic4 Wrote: I saw you changed the collision object (the one with the shell), and if the shell is kept, the particles get stack on entrance point. they work beautifully with wider tunnel. is there away around that?
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in order to get the particle float in the main surface for awhile before they get tested and go inside the pipe, should I create another event, first with test for frames (as time) and than to the sphere trigger and entering the tunnel?
1) Yeah, you can change it back to shell. You only need to worry that when they are born, they are not intersecting with collision object. So, in this case, I guess you make smaller their birth (voxel) object... the object you used for birthing voxels...
Just try to born them, so they don't intersect with collision object.
Now, if the entrance area is too small for particles to be sucked in, they might stuck, like in real life... that's why I used push modifier.. or you can make particles smaller...
2) If you want them to float a little bit, you can just go to Surface test operator, and up on the option, you will see timing rollout. Open that, and change it from "continuos" to, let's say frame...
So, if you want them to start from frame 200, type 200 for start (so that operator start working at 200 frame), and whatever number for end (1000 or more), and you can even variate them, so if you type 20 for variation, they will start from 180 to 220 randomly.
You can do that timing for all other operators as well.. probably for that inverted wind (that is attracting them to the entrance), and that speed operator with icon that push them on left a little bit, but don't do it for force with noise, so they bounce all the time.