It would be handle if Particle-To-Point for the particle direction, included a checkbox that said, "Destroy when Point is Reached".
Usually the whole point of Particle-to-Point is to make a vacuum. You want those particles to disappear when they reach their destination, not shoot past the center into oblivion. So destroying them when they reach their destination would be a BIG HELP!
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Posted by “MaxSMoke777” on January 03, 2024.
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Thanks for looking into this!
In the Unreal Engine, they allow you to do Sink Volumes, so you can get pretty specific on particle killing. Perhaps the plane is easier to implement in code, but it's not very flexible.
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Posted by “Arkdurath” on January 03, 2024.
[Archived]
Hi @MaxSMoke777!,
Unfortunately there is no thing as a "reach destination point" in terms of particles and attractors because the particle "never" reaches the point exactly and we can not know if it already passed the point or not.
Sink Spheres can be a solution to that, but historically the Sink planes and Sink in general has been world space only.
We will see what we can do.
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Posted by “Drosselmeyer” on January 03, 2024.
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Thanks for all of the feedback @MaxSMoke777. There are a bunch of improvements we want to make to the particle system and the "sink-hole" is a really good one. This would also provide a solution for your post about capping "escape velocity". So instead of the particle flying off when it hits near zero distance from the gravity point it would just die when it entered the sink radius. This is another one for @Arkdurath.
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Posted by “MaxSMoke777” on December 30, 2023.
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It looks like only the location of the particles moves with the item in decoration move. If you scale, the particles remain the same size. The Sink Plane will not move.
Both Local or World simulation have the same results.
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3 months ago
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Posted by “MaxSMoke777” on December 30, 2023.
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For that matter, tried duplicating the item, moving it around, and the sink plane didn't move with the item. So, when I moved by object up, the sink plane remained at it's starting location. The Sink Plane should be connected to the object's location.
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Posted by “MaxSMoke777” on December 30, 2023.
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You know, if the Sink Plane also allowed for a Sink "Spot", a Sink-Hole (pun), that would also do the trick. A point in space where the particles are destroyed, instead of an entire plane.
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Posted by “MaxSMoke777” on December 30, 2023.
[Archived]It would be handle if Particle-To-Point for the particle direction, included a checkbox that said, "Destroy when Point is Reached".
Usually the whole point of Particle-to-Point is to make a vacuum. You want those particles to disappear when they reach their destination, not shoot past the center into oblivion. So destroying them when they reach their destination would be a BIG HELP!
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Community posted 3 months ago Admin
Posted by “MaxSMoke777” on January 03, 2024.
[Archived]Thanks for looking into this!
In the Unreal Engine, they allow you to do Sink Volumes, so you can get pretty specific on particle killing. Perhaps the plane is easier to implement in code, but it's not very flexible.
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Community posted 3 months ago Admin
Posted by “Arkdurath” on January 03, 2024.
[Archived]Hi @MaxSMoke777!,
Unfortunately there is no thing as a "reach destination point" in terms of particles and attractors because the particle "never" reaches the point exactly and we can not know if it already passed the point or not.
Sink Spheres can be a solution to that, but historically the Sink planes and Sink in general has been world space only.
We will see what we can do.
0 Votes
Community posted 3 months ago Admin
Posted by “Drosselmeyer” on January 03, 2024.
[Archived]Thanks for all of the feedback @MaxSMoke777. There are a bunch of improvements we want to make to the particle system and the "sink-hole" is a really good one. This would also provide a solution for your post about capping "escape velocity". So instead of the particle flying off when it hits near zero distance from the gravity point it would just die when it entered the sink radius. This is another one for @Arkdurath.
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Community posted 3 months ago Admin
Posted by “MaxSMoke777” on December 30, 2023.
[Archived]It looks like only the location of the particles moves with the item in decoration move. If you scale, the particles remain the same size. The Sink Plane will not move.
Both Local or World simulation have the same results.
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Community posted 3 months ago Admin
Posted by “MaxSMoke777” on December 30, 2023.
[Archived]For that matter, tried duplicating the item, moving it around, and the sink plane didn't move with the item. So, when I moved by object up, the sink plane remained at it's starting location. The Sink Plane should be connected to the object's location.
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Community posted 3 months ago Admin
Posted by “MaxSMoke777” on December 30, 2023.
[Archived]You know, if the Sink Plane also allowed for a Sink "Spot", a Sink-Hole (pun), that would also do the trick. A point in space where the particles are destroyed, instead of an entire plane.
0 Votes