Thank you so much!
So, I was basically deleting the required attributes for the split feature, what a newbie mistake... I appreciate the help, thanks a lot.
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Technical Discussion » The secret to splitting particle trail SOP
- helloluxx
- 8 posts
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Technical Discussion » The secret to splitting particle trail SOP
- helloluxx
- 8 posts
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I have tried and failed to get the split feature of the particle trail SOP to work and I cannot get a result at all, the trail is just the first single trail and never splits.
I'm not sure why and was hoping someone might enlighten me please? Do I need sub-frames or is it something to do with integer frames? I've googled the hell out of this and the only tutorial I found online was by Kate on YouTube and when she enables split it doesn't work... Great little tutorial, full of enthusiastic tips, but alas no split trail.
Thank you for any suggestions, I attached my fail trail.
Cheers
Tim
I'm not sure why and was hoping someone might enlighten me please? Do I need sub-frames or is it something to do with integer frames? I've googled the hell out of this and the only tutorial I found online was by Kate on YouTube and when she enables split it doesn't work... Great little tutorial, full of enthusiastic tips, but alas no split trail.
Thank you for any suggestions, I attached my fail trail.
Cheers
Tim
Technical Discussion » HELP! RBD from copy to points incorrect collision geo
- helloluxx
- 8 posts
- Offline
The solution is to lower the Collision Padding in the rbdconfigure. This gives more detail to the collision shapes!
Technical Discussion » HELP! RBD from copy to points incorrect collision geo
- helloluxx
- 8 posts
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Ok, I realise it is the size of the rocks. If I scale them up the collision geometry then becomes more accurate and fits.
Is there a way to control the resolution of the RBD Bullet collision geo so that I don't need to scale the scene up?
Thank you!
Is there a way to control the resolution of the RBD Bullet collision geo so that I don't need to scale the scene up?
Thank you!
Technical Discussion » HELP! RBD from copy to points incorrect collision geo
- helloluxx
- 8 posts
- Offline
Hello
I have 28 rocks and if I run these through a switch so that it cycles through each one, then use RBD bullet solver with emit. This works great, the rocks slowly pile up one by one. Problem is that it takes around 500 frames before I have the look I want.
What I need to do is copy a lot of these onto points and then simulate them falling into a pile. So I made a volume and scattered points in there. I copied my rocks to the points. Feed this into the RBD Bullet solver and now the collision geo is totally incorrect.
I attached two screenshots which show the collsion geo visualised. This is the same geo used in both setups, why isn't it working correctly in the copy to points version?
Thank you for any tips on how to 'solve' this, I've been bashing my head against a wall for hours..
Cheers
Tim
I have 28 rocks and if I run these through a switch so that it cycles through each one, then use RBD bullet solver with emit. This works great, the rocks slowly pile up one by one. Problem is that it takes around 500 frames before I have the look I want.
What I need to do is copy a lot of these onto points and then simulate them falling into a pile. So I made a volume and scattered points in there. I copied my rocks to the points. Feed this into the RBD Bullet solver and now the collision geo is totally incorrect.
I attached two screenshots which show the collsion geo visualised. This is the same geo used in both setups, why isn't it working correctly in the copy to points version?
Thank you for any tips on how to 'solve' this, I've been bashing my head against a wall for hours..
Cheers
Tim
Edited by helloluxx - March 31, 2022 07:58:09
Technical Discussion » Instancing Vellum onto POP stream
- helloluxx
- 8 posts
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Thank you so much, I really appreciate the help. I wasn't aware of the copy instance attribute, thanks.
Technical Discussion » Instancing Vellum onto POP stream
- helloluxx
- 8 posts
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Technical Discussion » Instancing Vellum onto POP stream
- helloluxx
- 8 posts
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My apologies as I posted this on the odforce forum too, but after 2 days I have not had the post approved. So if it appears here and there simultaneously, we may all combust!
My first post in the forum!
I have a particle stream and I'd like to use the particles to instance vellum objects. I have this working, almost.. The problem is that the Vellum Source creates a continuous stream for each particle, in other words, Particle Id0 has one object on frame one, two on frame two, etc.
The setup works if I give each particle one frame lifespan, but in my scene I want the vellum to stay attached to the particle as it moves. Should I create 2 pop sources and with the first, have 1 frame life span and create the vellum objects, then use the other pop source as a constraint or attach to geo to keep the vellum constrained to the particles as they move?
I only want one vellum object instanced on each particle, can anyone please offer any tips on how to achieve this?
Thank you!
My first post in the forum!
I have a particle stream and I'd like to use the particles to instance vellum objects. I have this working, almost.. The problem is that the Vellum Source creates a continuous stream for each particle, in other words, Particle Id0 has one object on frame one, two on frame two, etc.
The setup works if I give each particle one frame lifespan, but in my scene I want the vellum to stay attached to the particle as it moves. Should I create 2 pop sources and with the first, have 1 frame life span and create the vellum objects, then use the other pop source as a constraint or attach to geo to keep the vellum constrained to the particles as they move?
I only want one vellum object instanced on each particle, can anyone please offer any tips on how to achieve this?
Thank you!
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