Doubt in DOPS n POPs

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Is there any way where if the particle collides with the ground,to get the fracture done.as of now i hav DOPS sim n POPs sim(DOPs s d shattering of d ground,n POPs sim s d particle colliding with the ground).

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When a particle collides with the ground, you could either put it in a separate group for 1 frame or birth a new particle from it.

This new particle should only live for a very short amount of time. This would be your projectile (like a bullet).

In a separate sopnet you bring in those points that are inside your collision group. You copy metaballs on them and append a force sop.

Then in the dopnetwork you append a magnet force to your broken ground. You attach sopgeo to the magnet, the sopgeo path is pointing to the output of the sopnet with the copied metaballs.
You will generally need to turn up the scale of the force by a lot. Somewhere in the range of 1000 to 10000 should give you some results.
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pclaes
When a particle collides with the ground, you could either put it in a separate group for 1 frame or birth a new particle from it.

This new particle should only live for a very short amount of time. This would be your projectile (like a bullet).

In a separate sopnet you bring in those points that are inside your collision group. You copy metaballs on them and append a force sop.

Then in the dopnetwork you append a magnet force to your broken ground. You attach sopgeo to the magnet, the sopgeo path is pointing to the output of the sopnet with the copied metaballs.
You will generally need to turn up the scale of the force by a lot. Somewhere in the range of 1000 to 10000 should give you some results.
Firstly many thanks for your reply.
i can put a separate group.but the thing is that at the end i would be making as a digital asset and i would be gettin the input from the user according to the frame number where the particles start.
So it needs to dynamically changing when the user controls.
That means d rbd simulation should follow the particle hits d grid.
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