Hi there, hope you’re well.
I am trying to do an individual particle instancing, something like particle ID but not sure how to do it.
I want to make a matrix text effect but finding it a bit hard to have all the type to be different from one other. I have a switch working and that changes the letters over time and it’s emitting over a grid so I got that a bit covered as well as i could but I would now like to make each letter different from one other. How could this be done? Attached the file for your interest
Hello,
I have made something similar for a performance with childrens, with first names falling from ceiling (begining of the video): vimeo.com/276644852
Your proposition is not efficient fps is 18 on my machine), because you change each time the letter.
What I use is texture 3D, I run a little script making a texture with one layer for each letter and after I use pattern in the w line of instance texture to distribute the letters. With that I can affect particle position to instance and I can play with letters with fps staying at 60 with 3D apping on 4 beamers, UI etc…
The text was imported in real time from a list (so I can change the list for each class) and I used replicator to make one clone for each name.
Its difficult to show all the project, quite complicate, but I show you the prototype of one name. letters.tox (12.5 KB)
Thank you so so much. It looks like the exact thing I’m looking for but for life of me I can’t get it to work. Maybe some parameters are missing as the letter M just stays still and the particle doesn’t emit.
I’ve got as far as using a texture 3D in my comp but couldn’t get it to work right so would love to be able to see this working…
this is as close as I got but the texture 3D still doesn’t seem to make the randomised changes i want… I am also having some difficulty getting the particle system but I’ll post that in a separate forum…
Sorry, it was to got an idea… the tox I posted is part of a bigger project with many dependancies…
You can obtain the 3D texture “running” the “text3” dat and you can start the particles using the pulse in particle.
Considering the randomisation, I would merge a randomized channel in the instance chop to command the w of texture in the geometry.
In my example I use a pattern to ramp the w value because I want the name to be legible but with random you can obtain your randomisation.
Unfortunately I am preparing a show, so no time to make an autonomous tex. I will try to take time tonight.
Jacques