Curve Data To Real



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 31/12/2006 at 10:35, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   9.6 
    Platform:   Windows  ;   
    Language(s) :      XPRESSO  ;

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    Hey guys, I set up a basic TP setup in which a Null's user data controls the Particle's speed. I thought I'd have the speed step up over life so I used a curve as my userdata type, but I can't connect the Particle's speed curve to my Particle Speed input of my Pstorm Node. Is there any way to convert this information? Thanks in advance. Sorry if this is such a beginner's question.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/01/2007 at 04:39, xxxxxxxx wrote:

    Hi,

    that´s because the Pstorm node cannot know which value on the function curve it should use. :) Use a RangeMapper Node to convert the spline to a "Real" value (a floating point value).

    Create a Rangemapper node, create a "Spline" inport on it, connect the outport with the curve data to the "Spline" inport. The other inport of the rangemapper node requires a value betwenn 0.0 and 1.0 where 0.0 is the left first point of the curve and 1.0 is the right last point on the curve.

    If you choose a value inbetween it will return the interpolated point on the curve. So 0.5 will go to the middle of the curve X-axis and then give you the height position of the curve at that x-position.

    You can then use the outport of the RangeMapper in your Speed curve. The ouput is also a value between 0.0 and 1.0, which is the height position of the curve.

    So you may want to for example multiply the output with another value to get higher speed values in the end.

    Hope that helps
    Samir



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 05/01/2007 at 09:03, xxxxxxxx wrote:

    Thank you so much, this explanation was a little bit simpler than srek's on cgnetwork :)... I will try this out.


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