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Found 4 results

  1. Dear Friends, I'm emitting FEM objects into a simulation. Since on a given frame I generate at most one object, I don't need stamping to produce variations, it is enough to animate the initial state. My problem is that these objects share the same rest position, which I would like to vary instead. Is there a way to stamp a variable based on the DOP object currently copying the rest positions to the simulation geometry? In other words is there a function that gives a stable but varying value across objects when a DOP simulation reaches out for rest geometry? Thanks in advance! BMT
  2. Hello all, I've run into a problem that's been making me go in 6 directions and I can't seem to get any of them straight in my head. I have one cache that I want to copy to points that show up over time, I'm basically doing a running explosion like this https://gfycat.com/shinyhardanaconda When I copy the packed and cached sim onto the points the cache doesn't play with the offset of the points on the copied caches, so how would I go about offsetting each new sim on the new point. I've created a point attribute that marks the frame that each point gets created but I don't know how to connect that to a time offset or shift that would make it work on each point. Am I even doing this the right way? Anything helps, thanks.
  3. Hi, I have some particles that I was trying to use instance to Copy lights on them. But I want to control their intensity base on random point/id numbers, so each particle will follow different intensity. I couldn't come up with a way to control the lights intensity for each individual particle separately. I came up with the idea of using copy stamping after my popnetwork node. but I need to use a way such as object merge, but unfortunately it doesn't support lights. I would like to know if there is anyway to import light in my nodes with something like Object merge. Any idea that how can I do that or how can I control each individual lights intensity based on random id/point number? Thanks
  4. Hi, if you could have a look at this hip, I bet I'm doing it wrong cause it's very slow. It's 2500 boxes (copysop + stamping) growing up. I scatter points on a painted grid, fuse points to avoid overlapping, attributeVOP to randomize and add a fadeout effect. I'd learn a lot if someone could point out the mistakes. Might not be mistakes, but maybe there's ways to optimize. I'm not comfortable with coding yet, so I couldn't wrangle this, but if I'm not mistaken, VOP is VEX, so I was expecting faster cooking. Could it be slow elsewhere ? the copysop? I checked "packed geo bedore copying" just to see... still slow. Or before the VOP? I unchecked "relax "iterations" in the scatter node to speed up the scattering, in case it was cooking it each frame, but no. OR the number of boxes is the pb and there's no way to optimize? I doubt that as I've got heavier scene running smoothly. if you have the time, I'd appreciate thanks, cyril. optimizeBOX.hipnc
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