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Found 2 results

  1. Hello all, Maybe a dumb thing, but I can't figure it out right now. I rebuild a simple setup to understand the issue (you will find the file attached) I have a simple wall that I want to break (RBD SOP) I created a sphere emitter on the other side, with RBD bullet solvers too (RBD SOP), and switches ($FF%20==1). Plugged this one into RBD (wall) for collision. Issue : Only my first sphere is taken in account. 1) Do I need to use DOP ? (didn't figure out the setup yet) 2) I guess as the sphere are spawn over time, the solver can't understand the data ? Let me know your thought. Thank you RBD_Emit.hipnc
  2. Hey magicians, I've been struggling with this for almost 3 weeks. I'm trying to achieve a pyro advected spawn effect, I got some decent results but can't get there. I already learned about chops to drive music, what I can't figure out is what I have to animate to get spawn > dissapear > spawn, my thought is Fuel, but I've tried everything, from velocity, temperature, fuel, wind forces. Any tips will be more than welcome, this is driving me nuts. Here are some of my tests: Thanks
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