11-13-2025, 04:38 PM
Hi!
I’m after this behaviour:
Questions / proposed setups:
Any recommended operator combo (Force/Target/Property Test/Send Out/guide flow) or example graph would be hugely appreciated.
Thankyou!
I’m after this behaviour:
- Birth a cloud of particles and shape it with a Force operator using Curl Noise (abstract, non-continuous “lumpy” field to define the initial form).
- Move particles over time with Force (Curl Noise) to get nice swirling motion.
- Periodically “glitch” the particles (e.g. via Speed with a keyframed multiplier or burst) so they pop off-path.
- When the glitch value drops below a threshold, have particles return to where they would have been on the original curl-noise motion, i.e. snap/seek back to their “proper” location on the field, preserving the overall structure.
Questions / proposed setups:
- Is the right approach to drive both events from a single external tyNoise (space warp) so the field is identical everywhere, and then:
A) run a parallel “guide” event that follows only the curl force, keep IDs aligned, and use Target (Particle target) in the main event to seek each particle back to its guide twin when
glitchAmount < threshold
?
If yes: best practice to duplicate/lock IDs for a 1:1 guide/live pairing? (Send Out: Copy or another operator?)
- Or is there a cleaner way to compute the “expected” curl position per-frame without a guide, e.g. sample the field deterministically and store a Custom Vector (homePos) every frame, then enable a Target back to homePos
while glitch is off? (If Target can’t use a custom vector directly, is Script the only option to steer toward that stored pos?)
- For gating the glitch: is Custom Float (scene controller) → Property Test the best way to branch between “glitch” and “return” states based on a keyframed scalar?
Any recommended operator combo (Force/Target/Property Test/Send Out/guide flow) or example graph would be hugely appreciated.
Thankyou!
