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Equivalent method to Beam Particle in Unreal.

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Equivalent method to Beam Particle in Unreal.

Postby barakooda » Mon Jun 19, 2017 3:41 am

How would you approach creating Beam Particle generator in TouchDesigner ?
http://bit.ly/2shlQog


How I can control the opengl "line thickness" color,
to follow certain V coordinates...

added simple file showing bad way of doing it :


Barak
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Re: Equivalent method to Beam Particle in Unreal.

Postby CutMod » Mon Jun 19, 2017 12:59 pm

not sure I fully get the idea, but after looking at the Sweep SOP setup of your example file I think you might have easier time with Limit SOP. It has simple UV mapping options and you can control color/scaling along spline with CHOP channels (similar to geo instance)

The images in that tutorial kinda remind me of this viewtopic.php?f=27&t=9984&p=37992&hilit=arc#p37980

If you want 3d tails on a particle system try going Particle SOP > SOP to CHOP > Shuffle CHOP split all samples > Trail CHOP and then replicate Limit SOPs in tube mode, each Limit SOP referencing your Trail's t[xyz]+str(me.digits). Of course this gets heavy with increasing particle count and/or trail length.
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