I met Mr Douglas in the morning today. He gave me a few materials to look at and study like hip files with crowd simulation and interesting pop networks.
I started the day off watching Peter Quint's tutorials, namely the ones titled, "Millions Of Particles". Mr Douglas recommended me to watch that because it touches a little bit about the delayed node.
One of the hip files Mr Douglas showed me was an interesting crowd simulation done with particles, which was significantly easier to understand compared to the previous crowd simulation file I found on odforce. I studied the file he gave me and tried my best to replicate what was done, and ofcourse, understanding it.
One of the nice things of the simulation is that the particles don't just travel straight, they travel according to the terrain, which is great. I managed to make the particles do this and it works pretty well. I had to paint the terrain black and painted the area where I wanted my particles to spawn red. I then had to use the $CR variable in the birth probability inputs on the source node, that made the particles spawn there.I just used a sphere as geometry for the particles outside of the POP network.
Overall look of the setup
The grid was sculpted so that it wouldn't be a flat plane
Painted part of it black, and part of it red for the particles to spawn
Overall network in geometry level
Overall POP network
I tried to make obstacles and tried to make the particles avoid the obstacles, but the method I used in my previous collision test did not work. The particles just pass through the set obstacles. Another problem is that when I copied the sphere onto the particles, certain particles ,instead of turning into spheres, turn into an odd stick-like shape, kinda look like normals.
The particles pass through the obstacles.





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