Particles Attract to Vertex Map?
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Hi,
I'm wondering whether there is any combination of (new) C4D Particles tools / modifiers, which might allow particles emitted from a separate source, to be attracted to the mesh of an object, based on a vertex map?
I know the technique for generating particles, with a mesh emitter, and using the vertex map to control the location of the emission. But there doesn't appear to be any (obvious) method to do the reverse.My attached scene is set up with what would seem like the basics, and the minimum number of controls; but the closest I get is to just attract / stick the emitted particles to the object mesh, but with no regard for where precisely. The Surface Attract and Stick external modifiers have no provision to input a vertex map or polygon selection. So it's clearly something which would have to involve more complex math or conditional modifiers...even it is even possible at all.
Thanks!
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Hi entry-newspaper,
Thanks for the file.
I'm unaware of something that would put the attention of the Attractor to a Vertex Map. The might be something (Flocking?), but it needs more exploration time.
So, how to do it anyway...
https://www.youtube.com/live/4BXPxcRwVBc?si=1kOv2of4PsdgbF4j&t=1067
If that is close, move back to 16 minutes and recreate the particles' positions at one point. This means you give them the target point at which they should go.In a nutshell, the Attraction was perhaps the initial position of the Particles.
Now, think about the option to direct with a Follow Spline, and you might find more control to direct your particles.
This is more of a brainstorming session here, as I am not aware (as mentioned) of how to get your idea working.
One more, the Main Menu> Simulate> Force> Attractor in a Cloner. Just an idea.
CV4_2025_drs_25_PAva_01.c4dAll the best
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Thanks, as always, Dr. Sassi.
I rather figured there wasn't a (at least as of yet) direct way to do this sort of effect.
Noseman's example you reference, certainly is interesting. However, by the time I would rig everything up in my actual project, it's like the same amount of labor as what I'm currently doing: Emitting from the vertex map, caching, then reverse time mapping the alembic file.
I did experiment with some splines, to direct the motion, but ultimately those only deal with the distant particles. But I need great fidelity at the point that which those particles "land" on the surface of the object, as those have to perfectly match the vertex map - which is also controlling the RS shader material and displacement. -
Yes, entry-newspaper,
That was the driving idea: to reverse the flow. Alembic is great for that. As usual, you, as the Project Art Director, know what you need.
Thank you so much for your feedback!My best wishes for your project