Couple small things

Just a few things I noticed, Some could definitely be me just not understanding something too:

So I have a simple scene, I am birthing particles off of a plane with a wave modifier. Man this seems pretty quick to simulate.

  1. Setting the Cache location does not seem to stick. If I hit the location folder button it is always defaulting to the user dir. even if I have already set a different location.
  2. Velocities are displaying backwards? In the VP when I cache to PRT there is a point and velocities go past the point, they do not trail from it is that correct?
  3. Changing the Velocity Scale value doesn’t seem to do anything. I have a default wind and I changed the stoke vel. scl value to 0.1, I expected that to only apply one tenth of the velocity to the particles OR setting it to 10.0 I expect it to be 10X stronger. Is that correct?
  4. If I change the Scale of the wind to 0.1, yet the list box still display a scale of 1.0, what is this scale? scale of what?
  5. Can’t seem to acquire color as you do in the emit from mesh demo.
  6. the Open Online Help brings me to “http://www.thinkboxsoftware.com/thinkbox-lost:frowning:

Thanks for the feedback!

The edit text field / property seems to stick correctly. The Select Directory Dialog does not default to the path set in the field though. It is a typo - I said “directory:”, but it should be “initialDir:”. You can fix it yourself.

on btn_getOutputPath pressed do ( theNewPath = getSavePath initialDir:outputPath

Velocities appear as they should. If you set the PRT Loader to Velocity and Stoke to Large Dots, you will get a dot with a velocity pointing in the direction towards the next frame (as in Krakatoa). If you switch PRT Loader to Dots and Stoke to Velocities, you will get the SAME result, as expected. Velocities should be pointing forward into the future, and they do for me.

The Velocity Scale spinner changes the value of whatever is selected in the ListView. If nothing is selected, it does nothing. To make this clearer, I will gray it out when no selection exists in the list. So it is not a global scale, but per-object scale - see first video where I used that spinner to keyframe one of the Fields over time.

The ListView second column shows that Field’s own animatable scale set via the spinner as explained above. We do this, because some sources like Ember or Fume don’t have their own Strength value like Wind has…

I don’t acquire color, I acquire TextureCoords, then assign the same material as on the emitter, resulting in the same mapping.

When the button was made, the page had the name “stoke-mx-index”. We renamed it later and forgot to fix the code.
You can fix it yourself - just change the handler

on btn_openOnlineHelp pressed do ( shellLaunch "http://www.thinkboxsoftware.com/stoke/" "" )

  1. Sorry I wasn’t clear, the text field does indeed stick, it was simply just the browse dialog always travailing to the default.
  2. ok, yep, I guess I was just not used to seeing a particle point plus my velocity so I never made the forward traveling correlation! Thanks for explaining.
  3. thanks, yes I thought it was a global setting
  4. makes sense now that I know about #3 :slight_smile:
  5. done, thanks.

So my thought so far, I am sure a little simplistic at the moment as I have only had parts of the day to play, this is a very unique pretty much “can be” self contained particle system. Nice work I like it, it should be interesting to see how this piece evolves into the puzzle :slight_smile:

I posted an updated script in the Builds section.

Thanks!

Oh Oh oh, maybe one more,

Display -> Off in viewport? Zeroing the display percentage works, just not as nice as a switch.

Logged.
You can right-click the spinner’s arrows to set to 0.0 and use the >> button to set to 100% again, but I know what you mean.

Can we have get/set for the cache default location? or at least remember the last location used?

Display as Small Dots too? Please :slight_smile:

Caching is being reworked right now.
It would be easy to provide a default path somewhere in a Stoke.ini file and use that when a new object is created.

As for the small dots, I don’t think Darcy likes them because they are not z-buffered. But I don’t see a reason not to have them if PRT Loader has them…

Thanks for the info.

About large dots, sure I understand, but from a visual assessment point of view having fast visibility options is just smoother workflow, just like being able to toggle VP particles with a single click, fast visual assessment. You know what I mean, it is why you wrote it into the other UI’s :slight_smile: