3D vector fields // particles through a given mesh?

Hi,

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 in advance!

Hi @Thiemo,

have a look at @josefpelz tools on his patreon. The Pointtools might be interesting for this:

cheers
Markus

1 Like

Thanks for reference my tools Markus!

Hi Markus,

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?

Thank you. Best wishes
Thiemo

Hi,

the point relax tool really helped me!

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?

Thank you so much!

Hi @Thiemo,

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.

cheers
Markus