Greetings,
I have a particle simulation driven by the velocities of a fluid simulation. Typical ink drop setup. Looks great. Works great.
However, I'd like to take the pre-wedged particle cache and cull it with a deforming piece of geo. And then rewedge the result.
Can anyone point me in the right direction?
~tsp
Particle Cache Culling
3486 3 1- TeaspoonVFX
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- stkeg
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- tricecold
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so everytime a particle is removed it should not come back to the scene. You only need particle ID for this but I think some pyhton would be necessary to keep a record of culled IDs ,
can you post a very basic scene file so we can play with it
can you post a very basic scene file so we can play with it
Head of CG @ MPC
CG Supervisor/ Sr. FX TD /
https://gumroad.com/timvfx [gumroad.com]
www.timucinozger.com
CG Supervisor/ Sr. FX TD /
https://gumroad.com/timvfx [gumroad.com]
www.timucinozger.com
- Dean_19
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Sounds like something the solver sop would be able to do, unless I'm misunderstanding.
What I usually do is transfer colour from one piece of geo to my points (using attrib transfer), then use the solver sop to preserve the point colour if the point colour has ever been anything other than black, if that makes any sense.
You can do this in the solver sop quite easily using a max expression to grab the largest value of Cd between the previous frame and the current frame. Then delete by colour.
What I usually do is transfer colour from one piece of geo to my points (using attrib transfer), then use the solver sop to preserve the point colour if the point colour has ever been anything other than black, if that makes any sense.
You can do this in the solver sop quite easily using a max expression to grab the largest value of Cd between the previous frame and the current frame. Then delete by colour.
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