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Hey Guys, I came across a problem when simulation a vdb-mesh-transition and i was wondering what the proper workflow would be to replace my final mesh (the text in this case) with the text-mesh i was initially beginning with. I've read about point deform but this SOP didnt help me at all.. Im sure there must be a way to replace it in the right way but im just stuck like the total beginner i am.. I would appreciate any kind of help or direction very much!
Hello! I have this vellum grain simulation that is pretty high res, so it takes a bit of time to calculate. What I did was simulate the first 50 frames to get a good rest position for the grains. I set that 50th frame as the initial state for the simulation. Here is where I am unsure. I made some changes to one of the colliders and removed a pop drag node then added a pop force node. Is it ok to make all these changes to the sim? Or should everything match what was in the original simulation? I ask this because I am getting some weird behavior from my pop force node. Even if I turn the amplitude on the turbulence to 99999999 it has almost no effect. If I clear the initial state and use the pop force node, I do not notice the same behavior. In summary, when you use an initial state for your simulation, should you have the same data before and after you set the initial state? Thanks--
FR3D posted a topic in EffectsI am trying to blow up multiple groups of particles in a sequence.(boxes of confetti exploding at different times). The activation isn't really the problem as I can use a sop solver within a dop to activate the particles group at different time. The issue is to give them that "initial velocity" at activation time. The only method i found that is working to achieve the effect, was to actually import and merge many popobject and "activate" them one by one in a sequence , with the velocity attribute created at sop level This solution is of course very inconvenient. I attached a clean file, with just the different group all popping at the same time. a solution to have them delayed one after the other would be very welcome I just can't find an elegant method which works procedurally. Thank you for your help confetis.hip
hi guys I've had a good search on both here and sesi and google but i cant get an answer :/ i'm trying to save an initial state for my fur so its nice and rested on the character before the sim starts. I've dropped a time shift node in my character network so he stays put else he walks off screen! then in the autodopnetwork i'm connnecting a rop output driver to the output of my autodopnetwork.. i'm saving a .sim file and saving that out. now i cant suss out (1) if ive done it correctly and (2) where i would plug that .sim in anyhow can anyone help me here please i feel a little lost over something i'm sure is easier than i'm making it out to be :/ edit i did find some questions.. but from 2006 lol! ta ant