I cached out a FLIP sim that involves particles splashing against a character object. The sim result that is pretty much what I wanted except that some FLIP particles go through the character. What I am trying to do is delete the cached particles that go within the region of the character’s volume, while the others that do not are left intact.
I tried using the method stated in this thread where I used an object merge to bring in the character geo, used a group sop, then a delete sop, but with no luck.
http://forums.odforce.net/index.php?/topic/17342-delete-cached-particles-outside-a-cube/ [forums.odforce.net]
I attached a (non functioning) scene that only shows the main networking I am trying to do.
A concept I am also thinking of trying to create is getting the ID numbers of the particles that fall within the character (particles A). I would then get the actual cached particles (particles B ) and say “If particles B == particles A, then delete those particles B”. I am still brainstorming how I would go about doing it.