actuly if you go to the birth Tab and change the interpolate source from none to back jitter birth time ON and match to topology you will have the exact same result with no extra
Agreed, However we cannot design source with it, here we can use VOP noise post add and scatter node ( to break those streaks which we mostly get with fast-moving objects)
@@VFXMagics your interpolation post POP with the trail technique can get the exact path by adding number of trails but with cost of pre calculation ahead of the pop meaning in a heavy Geo I think you can deal with a linear interpolation is just a opinion ! and I glad to discuss that ! you meaning moving object in the same time with a active Geo noise deform over time ! i need to check that
@@aminebenafla yes I prefer using interpolate source option in most cases, but I wanted to share this technique also for more control, and it's not limited to POP only, It is useful in Pyro sim as well :)
Can't we use id attribute to connect particles in trail node instead of creating class attribute through connectivity? If yes, does it make any difference as compared to what you have done?
Great tips, much appreciated
Bonus tip rocks!!
Thanks :)
Nice one, thank you
Thank you so much !
that was a cool bonus tip! thanks.
actuly if you go to the birth Tab and change the interpolate source from none to back jitter birth time ON and match to topology you will have the exact same result with no extra
Agreed, However we cannot design source with it, here we can use VOP noise post add and scatter node ( to break those streaks which we mostly get with fast-moving objects)
@@VFXMagics your interpolation post POP with the trail technique can get the exact path by adding number of trails but with cost of pre calculation ahead of the pop meaning in a heavy Geo I think you can deal with a linear interpolation is just a opinion ! and I glad to discuss that ! you meaning moving object in the same time with a active Geo noise deform over time ! i need to check that
@@aminebenafla yes I prefer using interpolate source option in most cases, but I wanted to share this technique also for more control, and it's not limited to POP only, It is useful in Pyro sim as well :)
Super Usefull ! thanks
Thanks a lot. Very helpful.
Cool Tut 👏
Can't we use id attribute to connect particles in trail node instead of creating class attribute through connectivity? If yes, does it make any difference as compared to what you have done?
Yes we can use id also, we need to fill current and previous frame gap to avoid stepping
Just use the jitter mode to back and you can control it using the match topology or match velocity. You will have the same result of the video
it really help alot !!! THANK YOU
You're welcome, glad you liked it!
very nice..
thanks a lot!
How you created a Null on 11:32 without Tab. Is there a shortcut/script?
ua-cam.com/users/shorts9hzHuXzJuUE?feature=share
cool
thanks a lot!
You're welcome! :)