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Showing results for tags 'Kill'.
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Hi all. This should be easy, but it's killing me... I have a control object living outside a DOP network, a simple particle system. I've plugged it into the second input. Inside the DOP I access this control position without issue, in a VOP. However I then want to follow up by killing particles in a POP wrangle, based on distance to the control object... Easy right? Here's my vex: f@dist = distance(@P, v@opinput0_P); if ( @dist <= ch("threshold")) { removepoint(0,@ptnum);} ... simple. But it kills particles around the origin, not the control object, as if v@opinput0_P = {0,0,0} I've tried multiple variants on opinput, explicit path and the point function etc but it always gives me a "kill" radius around the origin, not the control object. Anyone see what I'm missing? Thanks in advance!
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Hi, my setup involves vellum grains falling and I'd like to kill the particles reaching a certain position on the Y axis. I tried adding a popkill box within the vellum solver node but it's not doing anything. Any idea?
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- grains
- simulation
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Hey, Is it possible to kill particles using popkill in conjunction with pop proximity? I have particles following a curve using a popcurve force. I want particles that stray too far from the curve to die. Thanks
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Hello! I'm trying to kill points inside DOPs (well a popnet actually). The way I'd like to do this is by finding the closest point to the ground object (how do I reference an object in DOPs?) and computing the vector from the POP point to the nearest point, then dotting that onto the ground points normal vector. That's a nice way to figure out which side of the ground the point is on, then killing it. At least that works outside of DOPs. I'm wondering how I can do this inside DOPs because I don't want to post-process kill thousands of points if I can kill them in the simulation. Any ideas? Thanks, cw
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Hey, Really simple question, however I'm having trouble finding a good solution. How do I stop a cloth simulation using a container or bounding box? I'm using the Finite Element Solver to simulate several objects and I want to kill the geo once it moves out of camera so it doesn't have to simulate it. I need something similar to POP Kill but for cloth objects. Thanks
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Hi guys, I have a couple of issues with my project. What I want to accomplish is wax rising from a candle in interrupted streams and it has to be able to loop every 10 seconds. The first issue that I'm having is that the particles that I don't want anymore, are not being killed by the POP Kill. I want to kill particles that are older than 3 seconds and barely move anymore. As you will see in the .hiplc, I am first grouping particles that are older than 3 seconds. Then from that group, I group the particles that have a velocity length of lower than 0.5. This is to prevent getting these very long and thin streams of wax. I would like to have shorter streams as those that I get at the start of each stream and that they then just cut loose from the candle instead of these constant streams. I had found this thread in which they mention to put an * in one of the group nodes. I did that on my initial group node, as I source from other groups down the line, but that didn't help. My second issue is that I would like to get different velocities for the different streams of wax. I'm not quite sure how I could assign multiple velocities to groups of particles within the same simulation. I currently set the gravity in the positive direction, but I'm guessing I'm going to need something else eventually. Or should I just create particle simulation for each stream of wax? Thanks in advance! Eckxter Candle.zip
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trying to find a way to mask out pyro or turn opacity off based on volume collision. not sure of its done in the shader or not. any suggestions? :]
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Hi guys, I was wondering if there is a method to delete all the RBD (created with RBD point node) when they collide on a specified object or they go too far away. I have to do a huge rbd simulation with a lot of pieces, so I want to optimize it by killing all the objects that go away from the camera. Thanks