Hi,
I'm working on an “Activation by color” DOP for Voronoi fractured crumbling. Just to learn DOP further.
I'm just having a small problem, everything works, I create sphere transfering it's RED attribute to points, a ForEach to to create a center point for each fractured element, and an AtribTransfer to transfer color to point in contact with the sphere. Then use a point() in activate…
I tried to replicate the exemples I found for that, and it works quite well but…
My problem is that the activation attribute is only transferred while the sphere is in contact with the cells, but once the sphere move out of their range, they are black again and thus stops “mid air” in the simulation…
How can I transfer the color attribute in a way it stays RED even after the sphere as moved ?
Or is there a more elegant way to achieve that ? If I create an “Activated” attribute and set it to 0 on the voronoi cells and 1 on the sphere then transfert it, can it work ?
Joining the HIP file, if someone had time to take a look, it would be great…
Thanks
Attrib transfert-> DOP Activation
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