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Showing results for tags 'pyrosolver'.
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Hoping someone can help me with this...feels like it should be easy-ish, but can't seem to figure it out. I've got no problem controlling the @active attr and passing it into a DOPNet/rigidbodysolver. How do you do pass @active to a POPSolvers and PyroSolvers? I want to take the same animated pieces from my RBD sim and have a particle sim and/or a pyro sim triggered by the same timing. For a PopSolver, the best I've come up with is a painful for-each setup based on fragment age and group culling, so basically cheating it all before the PopSolver gets the geo. I could probably modify it to have the for-each loop eval for @active as the first step, but that's still avoiding the solvers. For Pyro, I was working on a similar system with clusters but when I scaled it from my prototype to my project geo, it basically wrecked my machine. I've attached a simple file with a staggered shattering of a sphere and all the hooks for both a PopSolver and a PyroSolver. Is there a more straightforward way to do this? -- mC Active_To_Pop_Pyro_01.hiplc
balaji j posted a topic in EffectsHi Does anyone know good tutorials for learning Explosions? Thx in Regards Balaji J