A set emit positions (and shape) as packed primitive in SOP. Then in DOP I imported them in rbdpacked object, I edit this HDA (RMB context menu, allow editing of context and change activation on emptyobject1 to 1 (remove expression)).
Then I wired it into multisolver, I added pop wind (for particle branch) then I added rbdsolver for collisions.
A set emit positions (and shape) as packed primitive in SOP. Then in DOP I imported them in rbdpacked object, I edit this HDA (RMB context menu, allow editing of context and change activation on emptyobject1 to 1 (remove expression)).
Then I wired it into multisolver, I added pop wind (for particle branch) then I added rbdsolver for collisions.
this will accumulate a lot of seperate dop objects right? is this something to neglect?
If you look in the helpcard for the RBD packed object node, there's an example scene that shows the correct way to set up this effect using a SOP solver
A set emit positions (and shape) as packed primitive in SOP. Then in DOP I imported them in rbdpacked object, I edit this HDA (RMB context menu, allow editing of context and change activation on emptyobject1 to 1 (remove expression)).
Then I wired it into multisolver, I added pop wind (for particle branch) then I added rbdsolver for collisions.
this will accumulate a lot of seperate dop objects right? is this something to neglect?
by using packed primitives objects You only get one rbd object for all packed prims, it's much faster
Hopefully you'll get some sort of notification since this topic is two years old.
With the example file you posted, is there a way to emit less objects, and also at a slower rate? I've had a look around and cant seem to see a ‘birth’ tab or anything in the nodes.