Particle emitter stops working when in RBD Bullet Solver

   513   4   1
User Avatar
Member
11 posts
Joined: June 2021
Offline
Hi!

I have a setup where I want to have a stream of rocks flowing through a pipe. I used $F in jitter seed parameter of a points from volume node so I get between 0 and 5 points on each frame. Then into popnet and copy to points to have rocks birthing randomly. That all works fine, but when I put into RBD bullet solver so the rocks can collide with the pipe, I don't see any rocks at all.

This setup worked great (including the RBD solver) when I had a set number of rocks birthed only on the 1st frame. They went through the pipe just fine.

What am I doing wrong here? Hipnc file attached.


thanks,
Dan

Attachments:
pipe with rocks.hipnc (1.0 MB)

User Avatar
Member
8555 posts
Joined: July 2007
Offline
you don't need to use pop solver, just check Emit RBDs on Bullet Solver directly

Attachments:
pipe_with_rocks.fix.hipnc (1007.8 KB)

Tomas Slancik
FX Supervisor
Method Studios, NY
User Avatar
Member
11 posts
Joined: June 2021
Offline
Hi Tomas!

Thanks so much! That is super helpful. It works now, yay!

I am wondering one other thing. I used a clip node at the end of the pipe to get rid of the rocks flying around after they leave the pipe, but at frame 233 there's a random rock that seems to come out of nowhere past where the clip point is. Is there a more elegant way to get rid of points after they exit the tube?

Screenshot and updated project attached.

thanks,
Dan

Attachments:
rando rock.png (309.7 KB)
pipe_with_rocks.fix.clip.hipnc (953.5 KB)

User Avatar
Member
8555 posts
Joined: July 2007
Offline
instead of clipping post sim you can delete pieces during sim

dive inside of bulletsolver1
insert POP Kill node and type this into Rule VEXpression:
dead = v@P.x > 2.95;
Edited by tamte - March 4, 2024 10:40:47
Tomas Slancik
FX Supervisor
Method Studios, NY
User Avatar
Member
11 posts
Joined: June 2021
Offline
Thanks Tomas! That worked great. Problem solved.

thanks,
Dan
  • Quick Links