Particle Nodes UI

Thanks! I forgot our randomness friend “ID” from the list… :slight_smile:

I tried to fix the issue, have a look. Both files should work now.

https://drive.google.com/open?id=1WD6WSeYaU6a9TU8qV8D9gfLZNv0C3iwU

You can also try the build from the folder ‘Builds Win’, it should have better performance.

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Not perfect but it works. Filename: Spraypaint.blend


https://drive.google.com/open?id=1WD6WSeYaU6a9TU8qV8D9gfLZNv0C3iwU

Particles are only affected by turbulence if they are in the collision group.

I love that it is so easy to build custom nodes and promote single parameters.

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Thank you very much. I will try and let you know.

PS: sorry for the delay. It was a rough week.

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is there a manual to understand how nodes works ? and when i downloaded from https://builder.blender.org/download/branches/ , i can’t find the same nodes lol why ? thanks x)

There is no manual. You have to extract the information from this thread here for example.
A good starting point is a post in the comments section of the Win64 Function Nodes Branch over at graphicall.org:
https://blender.community/c/graphicall/Qcbbbc/

Not all nodes are in the menu. You have to call the search function and scroll through the search thingy.

I see there is no manual yet,
but the I can’t find the ‘Explode Particle’ or ‘Kill Particle’ … etc, I downloaded the lastest build 2020-01-19,
and I don’t know if the nodes changed or just I don’t know where to find them,
because it’s the first time I use it, and when I press Ctrl A and write ‘explode’ there isn’t a node with the keyword ‘explode’ same thing with ‘kill’ and maybe other nodes I didn’t notice,
so if there is a way to call those nodes or other nodes that I can’t find in the Ctrl A menu
and even Shift A menu, please show me how to call them,
And thanks for your answer :grin:

Ah, yes, you have to set a path for the nodelib.
A bunch of nodes like explodes were removed because they can now be created from other nodes. They were replaced with nodegroups but you have to download the nodelib file and set a path in the preferences.
Just search this thread here for nodelib and you will find what you need.

I added a link to the post that explains how to setup the nodelib in the initial post.

thanks for both of you, I will play with some nodes later

Just realised I can use spectogram images with Bparticles to visualise music :slight_smile:

@jacqueslucke What are the “event filter duration” and “event filter end time” node values referring to?

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Hmmm… Is that bug or design feature?

It is works correct:


But direct connection Random Float node to size assigns the size to 0 (all particles become invisible):

Blender Functions build at 2020.01.23

@AleksiTuomela
I really like that animation, thanks for sharing.

Those nodes are work in progress. Their goal is to allow you to build all kinds of events using node groups. Currently, the Age Reached Event node is still builtin, but it should also be a group. However, events can happen at any point within a time step, so you somehow have to know what the current time step is for every particle. The nodes you mention give you access to this data.

@RVV

The inputs of this emitter must not depend on any particle attributes. For example, it does not make sense to control the “Amount X” input using the particle ID, because the particle does not even exist before the emitter is executed. This limitation simply applies to the “Size” input as well still. It could be changed, but it is more likely that this node will be replaced by a node group anyway.

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Hi @jacqueslucke

Is it possible to have a Viewer Node(s) for function nodes as we have in AN? It will be very helpful for debugging the node-tree.

Thanks :slight_smile:

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Yeah, very good point. Maybe this could be a more generic node, that can display multiple informations/data also in the viewport. For example: vectors, the index of vertices, normals, weights, force fields, volumes, particle attributes etc.

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This is definitely possible (even if it is not as “easy” as in AN) and will have to be implemented. I did not work on any drawing code yet, though.

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Will you need to implement a “drawing engine” from scratch, or is there already some efficient code in workbench or eevee, which could be used for drawing such data?

hope to get image color on surface per every frame…
and hope strands.

I used Softimage ICE … now I’m Blender user (newbie…)

BParticle, I Like it.

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Yeah. I also , it reminds me to ICE.
but ICE is able access to particles and mesh, nurbs, materials…
sorry my bad English.

That’s why this is called ‘everything nodes’ - to eventually support all of these things.

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