Marc's method of creating a cell with nParticles that emits nParticles. Gotta write this down before I forget! This will be used for my mast cell degranulation and also nociceptor releasing CGRP and substance P.
1. Create volume emitter, place inside cell
2. Add radial field in the centre to push nParticles out
3. Set initial state and delete emitter when have enough nParticles
4. Make sphere/cell a collide
5. Select nParticle, particle collision event editor
6. Type: check off Emit, set number of particles, spread to 0.5 (90 degrees), turn off inherent velocity, Event actions > check off original particle dies
7. Add radial field (only connect to new nParticles created) to make up for lack of inherent velocity.
8. nFactor node > Change collide width scale to -0.5 so will show up a bit on the surface before dying
9. Apply surface shader to both vesicle nParticle and cell
10. Render out vesicle nParticle to get spots where it collides.
EDIT:
I kept Collide on for nFactor, but created an Exclude Collide Pairs (under nConstraint) for the mast cell so the nParticles can escape. I set the inherit velocity to 1 for Event Type, seems to work ok.
I am so excited... I love nParticles!!!! Must get this to work in my scene now. :)
Note to self: wobble settings
STR 0.75
Time freq 0.2
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