Hi everyone,
I’m wondering how I can manage point ID in the Trail POP so it doesn’t create straight lines between death and born positions. Currently writing a GLSL code to simulate the Particle POP PartId management..
Thank you
Hi everyone,
I’m wondering how I can manage point ID in the Trail POP so it doesn’t create straight lines between death and born positions. Currently writing a GLSL code to simulate the Particle POP PartId management..
Thank you
Hello @schubhan.arv
Do you have an example that illustrates the problem?
Thanks
Yes, here is the file
particles_trails.toe (5.0 KB)
If you add an Id attribute to your particles that changes every time the particles die, you can set the Trail POP to link particles with the same Id. You have to enable Match by Attribute and set the Attribute Name.
You probably know this, but things can be simpler if you use a Particle POP.
I modified your example to show how this can be done (Feedback POP and Particle POP).
particles_trails_with_ids.toe (5.3 KB)
Oh yes thank you ! It’s super logical to add the number of points each time a point dies. Perfect ! Thank you !
And I couldn’t use the particle POP because it’s before a Blend and even if the operators downstream the Particle POP have the same amount of point as the 2nd Blend input, Blend tell me that ‘input must have the same amount of points’ or something like this…