Archived post by reinholdr

“`c float radius = chf(“radius”);
float dia = volumevoxeldiameter(0, “height”) / sqrt(3);
int voxel_rad = ceil(radius / dia);
float height_max = f@height;
for(int i = i@ix-voxel_rad; i <= i@ix+voxel_rad; i++) {     for(int j = i@iy-voxel_rad; j <= i@iy+voxel_rad; j++)     {         if(length2(set(i-i@ix, j-i@iy)) < voxel_rad*voxel_rad)         {             float height = volumeindex(0, "height", set(i, j, 0));             height_max = max(height, height_max);         }     } } f@height = height_max; “`

Archived post by mestela

so heres One Weird Trick that Sim Folk Don’t Want You To Know

add a pop speed limit, and set a minimum speed

i found with default boid stuff in pops that particles can stop too easily, which ruins the look

if you don’t allow the particles to go below a certain speed, you get much more of that bird like motion