Animated COPS (Copernicus) textures with feedback

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In one of the Mardini projects, I had occasion to create a wet map to ground a character in a water simulation. I got it working nicely for a single frame, then looked into pulling in the previous frame so that the wet map remembers where it was hit, not just where it's currently hit by water. This is when I discovered that - as far as I can tell - Copernicus has no "solver" or an equivalent to pull in the previous frame.

I was able to rework my wet map generation by using a SOP solver to aggregate the water collision particles across all of the simulation frames, then deleting the future particles before importing them into COPS for the stamp points node. However, if I was using a larger simulation, or if I was doing anything more fancy in the COP net, this solution would have been infeasible. As it is, I feel it was overcomplicated.

I can see myself needing this more in the future, and I don't like the solution I stumbled into. So I'm hoping - do any of you have more viable strategies for creating animated textures in Copernicus using feedback from a previous frame?
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Export the maps current frame map sequence, then read back and use a sop solver to treat the aggregate/fade out/blur, either using another cop or steal the heightfield nodes.
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