Hi all,
I created a simple flock system but when I used copy sop to randomize my animation with the help of stamp function, render time increased much higher and view port performance decreased much higher than using particle instance. The problem is that I can not randomize my animation in particle instance method. Is there anything like stamp function for particle instance ???
randomize the animation in Particle instances?
6815 10 2- souls7ealer
- Member
- 57 posts
- Joined: July 2009
- Offline
- goldfarb
- Staff
- 3456 posts
- Joined: July 2005
- Offline
- souls7ealer
- Member
- 57 posts
- Joined: July 2009
- Offline
- goldfarb
- Staff
- 3456 posts
- Joined: July 2005
- Offline
- souls7ealer
- Member
- 57 posts
- Joined: July 2009
- Offline
- goldfarb
- Staff
- 3456 posts
- Joined: July 2005
- Offline
- pbowmar
- Member
- 7035 posts
- Joined: July 2005
- Offline
- souls7ealer
- Member
- 57 posts
- Joined: July 2009
- Offline
- pbowmar
- Member
- 7035 posts
- Joined: July 2005
- Offline
- souls7ealer
- Member
- 57 posts
- Joined: July 2009
- Offline
- JordanWalsh
- Member
- 143 posts
- Joined: Feb. 2012
- Offline
Im looking at loading up a looping animation for a flock, but want to vary the timeoffset for the animation on the instances, is this possible?
I was trying the $F+instancepoint() in a time shift sop, but instancepoint() only works at object level so im a bit stuck on how to do this?
edit:
Dont worry, I solved it!
Used instancepoint() in the filename of a Delayed Load Geo Shader.
Works great!
No more 500+mg IFD files!
I was trying the $F+instancepoint() in a time shift sop, but instancepoint() only works at object level so im a bit stuck on how to do this?
edit:
Dont worry, I solved it!
Used instancepoint() in the filename of a Delayed Load Geo Shader.
Works great!
No more 500+mg IFD files!
-
- Quick Links