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Showing most liked content on 04/03/2022 in all areas

  1. 2 points
    Hi Kilian, If I understand correctly, you want to "apply" the simulation where there are peaks in the curve, correct ? You already have a line with the correct animation applied to it. Doesn't that look like a ramp already ?.. What I would do is sample directly from the line instead of using chramp. (This code requires the "channel_audio_import" node to be the third input of your wrangle) float end = 50.0; float frame = (@Frame + v@P.z*10) % end ; float pos = fit(frame , 1, end, 0.0, 1.0); pos = chramp("AnimCurve", pos); // These two lines are the only difference float sample = 1 - relbbox(0, @P).z; // You can visualize this with "v@Cd = sample;". A 0 to 1 value in the relative bounding box. pos = primuv(2, "audio", 0, set(sample, 0, 0)); // Sample the audio attribute of the line based on sample v@P = primuv(1, "P", @ptnum, set(pos, 0, 0)); [...] // rest of the code is untouched Now, the result might not be what you expected. This clamps when "audio" is higher than 1, so you might want to do some post-process on the audio. retime_sim_with_chops.hipnc Hopefully that's what you want ! P.S. I found that reducing the amount of points in the line yields a better result, you might want to try that (50 points instead of 498). Try it to see if you like that.
  2. 1 point
    I also turned up the amplitude of the popwind in theRBDbulletsolver, to make the pieces travel a larger distance.
  3. 1 point
    @Librarian someone posted a solution to my original post on OdForce, if you want to have a look.
  4. 1 point
    Awesome! Thank you so much! This looks exactly like the what I wanted to achieve. <3