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Found 5 results

  1. Flip fluid ptnum changes over time

    Hello, I would like to interpolate the points of a flip fluid to test the slow motion. The problem is that the ptnum of each point changes over time. Do you know how to fix this problem? Thank you very much, Brice
  2. Hey! I'm scattering some points and then use them as first input in a popnet to sim it. in the pop source I'd like to just emit a point for every source point, so basically I'm emitting for 1 frame with the same number of points, to get the same points in the sim. is there a way to tell the pop source to emit the exact number of points you have as input (at the mo I'm just manually putting the number...) ? cheers!
  3. Hello Guys. I got stuck here in a middle of an project and i can't find a solution. My problem is : I have a grid of points , and an animated point running over the surface of the grid. My "running" point have an attribute that is transferd ( via attrib transfer SOP inside anSolver) to the grid points by an proximity radius. then I use the transfered attribute to isolate only the grid points that are tuched by the "running"point. But the @ptnum of the remaining points is changing. And i need the @ptnum to grow in the order detection ( @ptnum 1, 2, 3, 4, 5 etc) why is that happening to understand better I've attached the scene file ptnum_chaos.hip
  4. Trail SOP help

    Hi all, I'm having what I'm expecting is a very simple issue with the trail SOP. As my points are dying/ptnum is resetting, I'm getting glitches at the ends of my trails. Obviously if it was a POP sim, I could just trail > cal vel, then append an add SOP to ad a primitive based on id, however I can't figure out how to do it using the @ ptnum variable in the attribwrangle. Is @ ptnum is actually just the wrangle variable, and not actually the point attrib? Been scratching my head on this for a while. .hipnc attached, any help very much appreciated.broken_trails.hipnc
  5. Recently I discover something interesting after smash my head against wall for a few days. Im creating a simulation using bullet and packed prims, and I need activate (using i@active variable ) the pieces in choreographed way over the frames But the thing make me crazy is that bullet change ptnum of each packed primitive over the time, and I think is about some priority list inside the algorithm of the solver. because after the simulation I need to atach some atributes for each simulated piece. Then I realize that I need to attach theses attributes before simulation or atach some sort of ptnum tracking for them. bullet activate order points_v001.hip
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