************ Particles ************ - for particles way better to use $ID compared to $PT - impuls activation is per frame while constant activation is per second - hysical tab of particles has temperature parameter - display particles as pixels rather than points - birth tab. jitter birth time>negative. interpolate to back. its a bit of an intensive operation though - pop steer seek. more or less like xparticles attrractor or cover modifier - $LIFE = 0 – 1 ($AGE/$LIFESPAN) - $AGE = age in seconds - $LIFESPAN = 2 second - if you use pop torque. use also pop drag to control - pop stream can create groups of particles from a single stream. - pop curve furce > air resistance helps maintain the particles to the curve - different masses only takes into account with the air drag present - inherit color from a texture for particles can be done outside the dopnet or inside the dopnet - rules based group. - that is what you usually end up using. - pop context uses normalized age. but you cant access it. you need to recreate it - fit (age, 0, life, 0, 1) - to pop wrangle - point velocity node - age bage drag - @v *= charamp("int",, @bage) - attribute emission. need to tick off scale point count by area. otherwise it wont work - if you need particles to bounce, you need to use the actual simulation. - if not. then just use pop collission detect. - life expentancy is in seconds - attribute noise but in multiplication.