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View Full Version : simulation fluid like with particle goal



juha
08-06-2016, 04:40 AM
can fluidlike particles have a goal (where them go to)
so them form an object ?

Dan Ritchie
08-06-2016, 09:55 AM
I recall one of the lightwave demos a few years ago using flocking with cohesion, and also going to a gloal that was a shape, such as forming out the word Lightwave. It had a fluid like effect because of the cohesion and other dynamics.

Actually it was two videos. This was one, around 1.46
https://www.lightwave3d.com/11_features_overview/

And this was the other at around 12
https://www.youtube.com/watch?v=hrUjTEHOiiE

prometheus
08-06-2016, 11:56 AM
I recall one of the lightwave demos a few years ago using flocking with cohesion, and also going to a gloal that was a shape, such as forming out the word Lightwave. It had a fluid like effect because of the cohesion and other dynamics.

Actually it was two videos. This was one, around 1.46
https://www.lightwave3d.com/11_features_overview/

And this was the other at around 12
https://www.youtube.com/watch?v=hrUjTEHOiiE

Though flocking seem a bit odd for fluid particles, for particles or swarm that is independent from eacher then gather to form something is one thing (if that really is what is needed here)

But otherwise ..if you got a fluid stream or liquid to follow a path and to go to a specific point, you probably would like to use a wind force and set itīs wind mode to animation path (not path)
You will be promted with a confirm of " make path items" accept that and you got intial null controls for the path, those you can adjust and clone and ove to get a longer path and you can control the animation path that way.
then you would need to match your emitter to the beginning of that of course and set strenght and proper resistance and weigth..then it should follow that path.

I do however wish for lightwave in the future being able to draw spline paths directly in layout (perhaps the new engine soon will allow that?) which means it will be much easier to just draw path, then make it a particle velocity path, or a wind path for it to follow, as the workflow stands now, it isnīt that nice to do paths by adding wind force, make path items then cloning and move it to get to a decent curve, it should be a matter of just drawing the spline directly.



https://www.youtube.com/watch?v=Reqh5I5g2yU

prometheus
08-06-2016, 12:01 PM
You should also look at the basics here, from our "Old" Hero Teacher and guru William Vaughan....



https://www.youtube.com/watch?v=PSpI7ZKVpvM

juha
08-06-2016, 03:02 PM
Ritchie and Prometheus, Thank you for your time.
Doing just a very simple test now, HV object(s) and
collision.