Hi everyone.
There is a way to control like falloff a velocity field? I imagine a mask but it doesn't work because of the object i have. My sim is particles that are spin\moved by the Influence_set_property"field"(velocity) But it appear infinite. I want, after certain distance something like falloff so my particles start to go down by gravity, that seem won't work. I've tried with influence_set_force too, with no luck. There is something where i can take infos, i've no luck on search online on this argument.
Thanks
Hey Dario - brute force method would be to calculate distances (as a scalar field), convert that to 0-1 range and multiply your velocity field with that. Am I in the right ballpark?
Hi Jason. I try that because i've used this on other scene but actually i have problem on logic.
So i have vector the has direction, normal direction to simplify. Get_geo_property>set_geo_property(point
_velocity)>2 voxel_field, one voxel_velocity(vector_field) and one voxel_signed_distance(scalar_field) on voxel_velocity i add a fcurve and on scalar_field multiply by fcurve_field attached all to a vector_Field_scope.
At the moment i have visually the control but not the field., i will like that the particles falling down by gravity at the end of the field value. Is this connection correct? or it's is supposed to be?
I use Influence_set_property as "point velocity"
So is point_velocity that override all velocity so it will be possible using field_mask, but it's not what i want.
I did this setup for my scene. I've found what the problem was on my scene that won't work.
Can't find what you're looking for? Ask the community or share your knowledge.