I’ve got a question about using geometry as the particle source when the source topology changes, e.g. an object using a vol select/delete faces combo.
When I use any kind of divergence/rotation of the particles, the rotation changes - is there any way to fix this so the rotation is static as the object builds? I’ve tried fiddling with settings, but not found anything yet.
The divergence is based on the particles’ ID channel. For a geometry source, we use the vertex number to create an ID channel. Unfortunately, when the mesh changes topology between frames, the vertex number and ID can change too.
I would handle this using Krakatoa (download). We can save the vertices of a mesh with consistent topology as a PRT file. Then we can load the particles using a PRT loader, and delete particles instead of changing the mesh topology.
Create the geometry you want to use as a particle source. This geometry must have consistent topology.