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Showing results for tags 'delete sop'.
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Hello all, I'd like to know how I might procedurally delete individual clusters created by using a two stacked RBD Material Fracture nodes. I start with a tube and add the first fracture node fractures radially using the 'glass' setting. The second fracture node splits the 'glass' fragments into 'splintered' layers along the y axis using the 'wood' presets. What I'd like to do is delete some of the 'wood' clusters that occupy the upper portions of the tall 'glass' shards. This would expose the splintered wood look I'm going for. I'm at a loss for how to go about this however. I can use a plain ol' Delete SOP, but since there are 500+ clusters, finding them by individual name is unwieldy to say the least. If I'm not using some VEX, it seems the ideal would be to create some setup that would let me create a centroid point for every cluster, then associate the clusters' primitives per those centroid points, then use a bounding volume to select those points, and delete all those points along with all the prims associated with them. Trouble is I really don't know how to set this up. It would also help to know if there's a way to also delete any clusters that fall below a volume threshold. Any help is good help - many thanks! Nik wood_fracture_001.hiplc
Im having trouble with the delete by expression. I have a mesh which is wet sand, however i want it to start as the solid mesh and convert into the particles when they get awaken by the collision geometry. What would be the best way to achieve this?