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.