Is there a way to add cloth a particle system? My particle system would not be a stream, but fire at an interval, and I hope to add cloth to the particle burst.
Do you mean you want to emit particles from a cloth surface?
Or something else? I’m unsure what you’re asking.
Sure, let me clarify a bit more – the particle system emits 10 particles in intervals, for example, a paint gun that shoots a glob of paint every 5 seconds. (The ‘glob of paint’ is 10 particles). I want to add a cloth component to the 10 particles so I will have a surface that surrounds them. Then, I’ll add a very reflective shader to the cloth that looks like paint. When the glob hits something, the 10 particles disperse a little bit, and will stretch the cloth around them.
I’ve seen examples where the particle system renders each individual particle with a shader that kind of fades them out around the edge, so they blur together, like for smoke or fire. The problem I find with that approach is that with a reflective shader to simulate paint, the edges of the particles are still somewhat visible, so instead of looking like paint it looks like spheres melded together, like a head of cauliflower instead of a smooth surface. I was investigating the above cloth idea, if it would work as an alternative.
Ah ok thanks for the extra info!
I don’t know much about cloth, but if you can give it control points via script, then you can get the particle positions with ParticleSystem.GetParticles. If you sorted the returned particles by age, you would have your groups of 10, which could then be assigned to each cloth component.
Awesome – that was the kind of guidance I was looking for, to see if it was possible. Thank you for the suggestion, I am excited to try it out !!