I’m working on a particle setup for snow/rain.
I want to blast only the particles that eventually collide with the collision object, but I want them to be visible before they hit as well—not just at the frame of impact.
Here’s what I tried:
I used a Collision Detect node to detect collisions and stop the particles when they hit.
Then I used a Blast node with the condition hittotal > 0.
The problem is that this only gives me the particles at the moment they collide. Before the collision happens, those particles don’t exist in the blast result.
To debug, I isolated a single particle. Inside the POP Network I expected @id == @ptnum, but it looks like the particle’s ID changes over time.
Could the Collision Detect node be affecting the IDs?
Is there a way to select or group all particles that eventually collide and stop, while keeping their entire lifetime (including the frames before the collision), instead of only the collision frame?
The reason I’m trying to do this is that I don’t actually need a huge number of particles in the final result.
If I emit particles only above the collision area, the effect looks too artificial. Also, fewer particles end up hitting the collision object than I expected.
My idea was to make the emitter much larger and emit a lot more particles from the start. That way, more particles naturally hit the collision object, and it’s easier to adjust the final amount later by keeping only the particles that eventually collide.
The effect I’m trying to create is something like snow or rain falling from the sky and hitting a collision object.
Am I overcomplicating this?
Thanks for your help and advice!