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Found 8 results

  1. 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!
  2. 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?
  3. 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
  4. mavencolby

    Popnet Kill

    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
  5. 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
  6. 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
  7. 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? :]
  8. 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
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