Iam looking for a possibility how particles can flow over a meshes surface or inside a mesh (e.g. through a pipe with a certain direction. I need to achieve a blood like stream effect through a given complex mesh. Attracting particles out of space, pumping through a mesh a release into space again. I never found a tutorial or technique achieving this.
There are many great tutorials, where particles only follow a 3D noise field: https://www.youtube.com/watch?v=z6TaWv4fgsE
Or is this possible with POPs now?
An example with a simple tube e.g. would be awesome.
thank you for your reply! I already found this before but I do not a have a paid patreon subscription yet and didn’t try, but I think I should do it now. @josefpelz It looks really nice! Do you think it would be possible to use a more complex mesh only as a boundary and let the particles flow through it, filling the volume and following the diretion? For example when a tube changes direction or more complex like roots or veins splitting up?
But I come back to this chat because I still have the urgent need to let particles follow a certain path like through a tube or along a spline/curve. I tried to use Normals als initial velocity map as @josefpelz showed in this tutorial: https://www.youtube.com/watch?v=HFZI4lS0mls
But they should not just spawn in this direction but move along the normals from one point to the next over their lifetime. How can I achieve this with a self drawn spline or self built tube without the point realx tool which needs meshes as input? Spawning at the start, moving along the path and dying at the end. I think its close now, but how can I orient the normals correct along the path that I drew (the are still pointing away because its not a cirlce anymore) and tell the particle POP to chose one normal after the other and not just as initital direction?
sorry for the late reply here. You could also check if the example in the POP Examples folder here: Dropbox can be of use.
In POPsExamples/Particles/particlePopBananaDisolver.toe is a sample network (/project_followCurve) which uses the Line Metrics POP and Neighbor POP to calculate the force for a particle to go towards the next point on a linestrip.
While the parameter is there, I never implemented the End Behavior parameter - what should happen to the particle when it reaches the end. It’s possible though utilizing the PartDeath attribute to slate particles to be removed in the next frame.