filip c
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relative particles
Hi,
I hope I'm not too unrealistic here (probably I am).
I'm having some idea's for a new particle script, but since I have no mentionable scripting skills so I hope to find some help here ;-)
I've allways been fascinated by mathematical patterns in nature (http://www.youtube.com/watch?v=kkGeOWYOFoA).
Many of them can already be recreated with the particle system and modifiers.
One very interesting addition in my opinion is a kind of relative particle array, which would (if I tought things through) allow users to create realy interesting arrays of particles... (spirals, curls, ...)
How this might work:
The user defines a position, scale and rotation (x,y,z) A and B of an object.
Now the script creates a (user defined) number of particles like so:
To realy have the best effect, we could allow the user to multiply the relative position, scale and rotation (x,y,z) by a factor (0,618 for golden ratio (evt.default)) ...
I know I'm a poor communicator, but I hope this makes sence :redface:
Thanks in advance,
Filip
Hi,
I hope I'm not too unrealistic here (probably I am).
I'm having some idea's for a new particle script, but since I have no mentionable scripting skills so I hope to find some help here ;-)
I've allways been fascinated by mathematical patterns in nature (http://www.youtube.com/watch?v=kkGeOWYOFoA).
Many of them can already be recreated with the particle system and modifiers.
One very interesting addition in my opinion is a kind of relative particle array, which would (if I tought things through) allow users to create realy interesting arrays of particles... (spirals, curls, ...)






How this might work:
The user defines a position, scale and rotation (x,y,z) A and B of an object.
Now the script creates a (user defined) number of particles like so:
- a first particle C that has the same relative relation to B as B has to A
- next a particle D that has the same relative relation to C as C has to B
- and so on... (see image)
To realy have the best effect, we could allow the user to multiply the relative position, scale and rotation (x,y,z) by a factor (0,618 for golden ratio (evt.default)) ...
I know I'm a poor communicator, but I hope this makes sence :redface:
Thanks in advance,
Filip
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