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Doubt in DOPS n POPs 2010年6月10日12:25
pclaesFirstly many thanks for your reply.
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.
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.
Doubt in DOPS n POPs 2010年6月10日6:49
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).
Please share ya views
Please share ya views
Digital asset Particle problem 2010年6月8日9:46
Hi there im plannin to make some kind of simulation in particles and make it as an asset.
I have two main doubts
1) I would be needing a parameter in an asset say suppose if the user wants to emit the particle at specified frame
for eg:
$F > 30 in the constant activation will set the particles to start from the 30 th frame.Can it be made dynamic through a dynamic variable or something?
2)I also set the particle to point at a source and i also set that source to look at an object which has an affect on the simulation effect.I also want this to change which can be done through CHOPS i think.But all the things should occur dynamically and procedurally
Can u help me
I have attached the file here by
Many thanks
I have two main doubts
1) I would be needing a parameter in an asset say suppose if the user wants to emit the particle at specified frame
for eg:
$F > 30 in the constant activation will set the particles to start from the 30 th frame.Can it be made dynamic through a dynamic variable or something?
2)I also set the particle to point at a source and i also set that source to look at an object which has an affect on the simulation effect.I also want this to change which can be done through CHOPS i think.But all the things should occur dynamically and procedurally
Can u help me
I have attached the file here by
Many thanks