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Found 4 results

  1. Hi all, I'm attempting to create a flip simulation where the amount of emitted particles are purged from a pop group (bounding box in a specific location) each frame. I can set percentages to dead no problem but I cant seem to figure out how to do this for a set number of particles. The simulation is a fountain that emits from the top of a centre pole and the pop group I wish to purge from is a bounding box around the base of the pole submerged in the main body of water. I can obviously create this setup with a sink object but the simulation runs over 1000 frames so it becomes very hard to maintain a consistent particle count. I also had the idea of creating a suction force and actually simulating the water being pumped back up rather than emitting but this seems like a lot of extra particles and collision calculations for no good reason. things I have attempted.. Delete by age: doesn't work because I need to delete from a specific location not the whole body of fluid, This means a random number of particles in the pop group are eligible for purge each frame. pop kill: cant seem to find a way of deleting a specific amount in vex(attempted with while loops, @ptnum, @numpt to no avail). pop wrangle: same as above ^^ sink object: deletes all particles in the volume not a specific amount If anyone has any idea how to achieve this please share and thanks in advance! Matt
  2. Hi. I am currently working on an effect for tracer bullets on a fighter plane and I was wondering if there is any way to make the emission more controllable? Currently in my popnet I have 2 pop sources, one with probabilistic emission which creates a random emission pattern and one with it off so it emits particles at a constant speed. I have a switch setup so I can animate which emission method is used, but its either one or the other. I would like to be able to mix these 2 pop sources together so I could have a constant emission with added randomness created from the probabilistic source. ex: (20% of probabilistic, 80% constant or vice versa) Thanks hip file: machinegunfire_fx_ODforce_v012.hipnc
  3. Hey. I have a problem with overwriting values from wire object in SOP Solver. If klinear parameter (Linear Spring Constant) is set to 300 in wire object and then I'm writing inside sopsolver in point wrangle @klinear = 300; just for test, then my simulation looks different, less stabile (?). Why is that happening? This is the same value so it should be the same sim. I was trying to put sopsolver before and after the wire solver and there was the same situation.
  4. Hey guys, I'm having an issue where the Alpha displays properly in the viewport but doesn't work when rendered. I've done this before, just a simple Constant shader, and it always worked. Here is what it looks like in viewport vs render: I looked at other threads and none of the solutions work in this scene. Here is the scene file: 0007_odforce.hip Thanks!
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