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ZC

Cooking networks
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Reply with quote  #1 
How does this group of nodes use the particle component pattern?
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pshipkov

SOuP Jedi
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Reply with quote  #2 
Hi ZC,

i think you are asking how the group node handles particle components.
If that's the case - it outputs them as array of integers.
All soup nodes who take or output component lists can handle integer arrays in addition to the standard component data types like MFn::kMeshVertComponent, etc.
So there should be no difference in the workflow.
Also, this functionality unlocks additional functionality - one can work with components using the same tools that operate on standard arrays.
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ZC

Cooking networks
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Reply with quote  #3 

Hi, peter. Thank you.

I still do not understand. I do not know how a group node is connected to a particle node.

Can you give me a test file for maya?

I want to give some of the particles with the group node to choose, and then the group node output new particle data, that is, newParticle.

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pshipkov

SOuP Jedi
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Reply with quote  #4 
particle.position -> group.inGeometry
or
particle.worldPosition -> group.inGeometry

In general most SOuP nodes can operate on vector arrays as they are point topology.
Particles being one of the obvious cases.
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ZC

Cooking networks
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Reply with quote  #5 
If the group node can enter newParticle and output newParticle is very good
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pshipkov

SOuP Jedi
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Reply with quote  #6 
It does.
The particleShape.position attribute stores the point positions in a vector array.
If you connect that to group.inGeometry on the output group.outGeometry you will get the same vector array.
The group.outComponents will store the point ids that were generated based on the rules you set inside the group node.
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ZC

Cooking networks
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Reply with quote  #7 
What is the speed attribute of this group of nodes? What is the speed of this input?
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pshipkov

SOuP Jedi
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Reply with quote  #8 
I am not aware of a "speed" attribute on the group node.
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ZC

Cooking networks
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Reply with quote  #9 
velocity
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pshipkov

SOuP Jedi
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Reply with quote  #10 
If you operate with particles or voxels you can use their velocity vectors in the same fashion as normals for vertices.
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ZC

Cooking networks
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Posts: 146
Reply with quote  #11 

I understand. This velocity is the normal of the particles

Thanks peter

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