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Found 2 results

  1. Hey there, I'm having an issue with my POP grains sim. I'm trying to simulate spaghetti or noodles on a plate which are thrown up into the air as the plate is flipped. I was able to modify a scene file to create the noodles and create collision geometry based off an alembic file I was provided. However I'm having two issues: 1. My grains don't stick to the plate the entire time, some of them go through my collision geo 2. I'm getting some very weird stretching with the grains as the sim progresses. I'm not sure if there is some other collision elements that I am missing or settings on the grain nodes that I need to tweak. I've attached a flip and hip file. Any advice would be greatly appreciated. Thanks! noodles_v01.mp4 noodles_v04.zip
  2. Hey all, I'm banging my head against my desk trying to figure this out....I'm attempting at creating a spaghetti-like simulation where noodles start out on a plate, and then the plate is flipped and throws the spaghetti off the plate. I'm generating some noodle-esque lines using pops and grains but I cannot for the life of me figure out how to get them to not intersect. Am I missing something? I was also hoping to add meatballs to this at some point as well which would be sitting on top of the noodles and then get thrown off the plate as well....would this be accomplished with adding a multi solver to my pop network that combines the popsolver with a bulletsolver? I've heard grains and RBD objects don't play super well together so I'm not sure which is the best approach for something of that nature. Thanks for your time!spaghetti_RD.hipspaghetti_RD.hip
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