i thought about using closestPointOnMesh, but i wasn't sure how to track whether it was inside the volume or out. all that would do would tell me is whether it had crossed the barrier in our out. so the emitters that began inside would have inverted states as opposed to the ones that began outside the volume. and, again, due to the random nature of this dopey thing... blah blah blah.
the only concern i have with particle collision events, and i'm right away admitting to loose knowledge of the material, is how to get the particles to collide/bounce when inside the volume, and flat out not emit/die instantaneously when they are outside the volume. to my knowledge, the collision events work the other way around. they die on collision inside, but live outside. kapoop.
and thank you for clarifying the proper context of MEL. ironically, i knew this but having done a ton of web programming lately combined with not using it for a long while, i'd forgotten. besides, your explanation is clearer than any i've heard in a long time! thanks! ![]()
i've tried to attac a diagram of what i'm trying to do... but i don't know how. this forum is a little weak on inlining images.
i hope i'm not missing any salient points... ![]()
WR!