Hey Everyone :D
Here’s something (that I imagine is really simple) that I don’t understand; how to hide/disable the original Emitter particles in (for example) the Kinect - dx11particles.v4p patch?
I’d like to only see the spawned particles from the EmitterRwStructuredBuffer Emitter, and not a mix of both.
Disconnecting the EmitterKinect from the group kills everything, how come? Isn’t the Emitter(dx11.particles.selection) already “linked” to it (not sure what to call this, it’s invoking it?)
Does the group node pass information “upwards” as well? If so, why can’t I run a second connection from the selection node, right into the particle system node?
Is there any video tutorials/workshops on the topic I may have missed?
Thanks for any help :D