Joe Scarr: thinkingParticles PSearch Initiator Node B 'memory'
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Joe Scarr foundational tutorials are good for all versions of TP learning:
This Tutorial is focused on the PSearch Initiator nodes so pull out a PSearch and a std red group from the right menu.
- Remove red group and you could also for this tutorial, use a Node.
- drop point helper into viewport
- Feed H Node position to the P Search position
- pull out Particle group feed into Found PID
- put them in a green group
- try a Search among the blue particles, notice radius is 17.1
- PSearch is very useful when doing a mass particle fx in order to detect which are the nearest / furthest etc qualified particles
- you could initiate red particles flying around and locating the nearest blue particles using P Search, for example, and fly over and consume the blue particle.
- pull out and feed in a red group particle to PSearch, and pull out the Memory node for the red group - connect to red grp
- from memory drag drop 00 Particle (Memory Particle) to the Inputs
- feed Memory particle to the PSearch nearest PID
- Now create 2nd rule: whereby red group will look up in memory which particle was found - drag drop this 00 Particle (Memory Particle) to the Output window
- pull out a std distance: feed red distance and particle position so red particle feeds into C Distance position and the 2nd feed from memory particle into C Distance 1.
- feed in a Velocity node to control the red particle: to dynamically affect the red Direction so feed C Distance direction to Velocity Direction.
- could also modify H Float value: C Distance to Float value so if we want long distance becoming faster speed: try float value 5
- feed Float value into Velocity speed
So, in this dynamicSet up,
1) red particle will look up the memory particle
2) memory in rule is stored in PSearch found as nearest PID
3) and then rule #2: red particle look up the two positions in C Distance (no o/p, only distance and direction calculations)
4) and it will figure out the vector direction towards that target particle
5) take note that the position feed reverse will calculate the vector from red (via memory) towards that particle
6) Velocity will make red fly twds target at a speed based on Float - distance
7) --- check viewport play - increase Radius required - in order to have that target particle to 'die' once within a certain distance from red : forgot to do this - pull out a particle die node: connect it to memory.
8) Distance particle o/p connect to particle die and adjust radius
9) eventually as red flies around and memorizing the blue particle distance it will consume all of it.
- you could also program P Search to find the most dense particles around for some fun fx. Great for battle scenarios!
Enjoy and thanks for watching!
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