HairyTecture
I’ve been working this week at a new particle engine for QC, featuring EmitterStructure input, Image input and Line based emission. The plugin will certainly be in use at 3 major shows we’ll be having this autumn.
It currently also allows to grow hair-like trailing particles.
As Salvador Dali said: ” Architecture has to be soft and hairy”.
Here’s a test output:
August 29, 2010 at 18:20
Oh that looks lovely.
August 29, 2010 at 20:01
thxx
August 29, 2010 at 22:08
wow that does look good!
August 31, 2010 at 21:11
Are those hairs the byproduct of particles moving from points on the lines, and creating feedback trails, or is each hair actually a line?
August 31, 2010 at 22:49
the hair is actually an array of GL_LINES. this is not using feedback.
August 31, 2010 at 22:26
I should add… I’m very excited about the thought of what could be done with this.
If there is an emitter structure input, it might be interesting to investigate supporting keyed input and being able to send a color channel, ala gltools.
August 31, 2010 at 22:51
the emitter structure input uses keys for x and Y coords. It is compatible with GLtools structures. Adding a key for each group of particles color channel is definetly doable. I’ll investigate on this, and eventually make a release. thanks for the suggestion.
September 1, 2010 at 01:24
Very soft. I like it.