# Couple of questions

Hi all,

I have a couple of things i would like to achieve

Is there a way to treat every single particle as an unique point so i could rotate them individualy ? I thought using turning on point id and after that a translate with \$PT*AT\$ …but doesnt effect

And looking at the particlewithfeedback tox in the library…its 2d done with tops…can this effect be done with sops in a 3d environment ? Was playing around with the Trail SOP but not getting any results

Thx ian

1.one way of doing it, you can generalize this approach.
the red nodes are where you can control the instance selected variables.

I will recommend if you are not using lots of geometry and its not too heavy,try copy sop.

2.look in trail sop example in OPSnippets
viewtopic.php?f=36&t=5615

hope it helps.
control_instances_example.2.toe (7.29 KB)

thx Bara …indeed i know how to do this with the Copy Sop but my Geo’s are to heavy for that

cool ok so if i am right

you tell points to rotate in point2 Sop (dont understand what vec3 is)
rotate[xyz] in sopto CHop creates samples (was looking for this for ages )
shuffle Chop splits them for each particle point …if i’m correct
RX = rotatex etc does the actuall rotation

ok embedded it my project …for start it didnt go but after turning on compute normals i get random shaky rotations …not bad tho but i would rather see a smooth rotations in unique directions

cheers
liveset_tweak.108_forum.toe (2.19 MB)

with import
tentacles_forum.zip (7.47 MB)

try to play with it ( specially with the noise chop).
Hope it will work for you.

B.
liveset_tweak.109_forum.toe (2.19 MB)

awesome !!! how did you manage that …trying to figure out how its working i see that rortate up has value 1 and your using me.time.absFrame*0.002 in the noise Chop

the up vector with value 1 is not important for that matter.
just play with the values.

ok cool thx for your time