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Control velocity "falloff"

darioOrtisi
Collaborator

Control velocity "falloff"

darioOrtisi
Collaborator
Collaborator

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

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jason-t-brown
Autodesk
Autodesk

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?



Jason Brown
Software Developer, Bifrost
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darioOrtisi
Collaborator
Collaborator

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"

darioOrtisi_0-1724171325516.png

 

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darioOrtisi
Collaborator
Collaborator

maya_K6QVnR2mMi.gif

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darioOrtisi
Collaborator
Collaborator

So is point_velocity that override all velocity so it will be possible using field_mask, but it's not what i want. 

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sepu6
Advisor
Advisor
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darioOrtisi
Collaborator
Collaborator

I did this setup for my scene. I've found what the problem was on my scene that won't work.

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