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I've used a series of wedge nodes to produce a huge batch of wedged files (300k renders), comprised of 5 wedge attributes. The client wants me to render specific target combinations of wedges (so each render would be comprised of its own unique combination of wedge indexes: 0, 7, 7, 12, 3) for a total of ~4,000 renders. Is this possible to do with nodes, or does it require some form of scripting? P.S. I have a spreadsheet showing every combination of wedges - maybe some sort of .csv import is possible?
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Hi all, I'm attempting to create a flip simulation where the amount of emitted particles are purged from a pop group (bounding box in a specific location) each frame. I can set percentages to dead no problem but I cant seem to figure out how to do this for a set number of particles. The simulation is a fountain that emits from the top of a centre pole and the pop group I wish to purge from is a bounding box around the base of the pole submerged in the main body of water. I can obviously create this setup with a sink object but the simulation runs over 1000 frames so it becomes very hard to maintain a consistent particle count. I also had the idea of creating a suction force and actually simulating the water being pumped back up rather than emitting but this seems like a lot of extra particles and collision calculations for no good reason. things I have attempted.. Delete by age: doesn't work because I need to delete from a specific location not the whole body of fluid, This means a random number of particles in the pop group are eligible for purge each frame. pop kill: cant seem to find a way of deleting a specific amount in vex(attempted with while loops, @ptnum, @numpt to no avail). pop wrangle: same as above ^^ sink object: deletes all particles in the volume not a specific amount If anyone has any idea how to achieve this please share and thanks in advance! Matt