I'm just playing with the rigid body motor constraint and want a plane which is controlled by that constraint to deflect particles. So I put a "Collision Modifier" on it. It deflects the particles but only at the position where it began its movement. Am I making something wrong or is it a Blender bug?
File is here.
Cool, never used that before...
I guess this is a problem with the order that things are calculated (first Collision and then Rigid Body). This hangs together with the Dependency Graph and will probably be fixed when we get 'Everything Nodes'.
We can get this to work by duplicating the Plane, Removing the Collision from the original Plane and removing the Rigid Body from the duplicate. Parent the duplicate to the original and then it works.
Thanks, spikeyxxx for the workaround. I'm also looking forward to the 'Everything Nodes', especially for the particles.
PS: Do you know whether the particles will get new/additional functionality or will this be the old funcionality with just nodes as new interface and some bugs fixed?
The Particle Nodes already have a lot of new functionality!
You can test it out : go to https://builder.blender.org/download/branches/ and download the Functions Branch for your OS
(or find it at GraphicAll.org)
Unfortunately there is no instructions that I could find so you'll have to experiment a lot.
I didn't get much further than:
But there are some demo's on YT that are very impressive!
Thanks spikeyxxx. Something concerning particles I really miss it that you can't adjust an emission rate per frame.
Well, you can with the nodes, you can animate the Rate in above simple node set-up, as you can see...
That's really good news😀! I've already tried to use dynamic paint in order to achieve such an effect with the current Blender master branch but didn't succeed.