Stalkerx777 Posted December 19, 2010 Share Posted December 19, 2010 Hi, i'm trying to make explosion of barrel with water. I want to control my flip particles with pop network, inside dop network. Actually, i need flip particles to inherit initial velocity of particles from my popnet. Well, when i create flip object from shelf, i get pop solver attached to flip solver and it contains particles generated by flipfluidobject. So, yes, i can do some staff in this pop solver, but how can get my geometry information inside this popnet(pop solver), because i want to use, lets say my N attribute to set initial speed. Here is scene file, please help me with this setup.Thanks. barrel.hip Quote Link to comment Share on other sites More sharing options...
pclaes Posted December 19, 2010 Share Posted December 19, 2010 You can perform a pointcloud lookup with a voppop. pcopen a op:/obj/mysop/my_custom_normals[$FF] and pcfilter out the N. Add that to the acceleration. On the pops level: Set the Activation of that vop pop to: $FF<=2 -> I am not sure it actually solves the popsolver on frame 1, so I made it active for frame 1 and 2. Just a few notes: *) when dealing with pointclouds and modifying them you will need to recook your sim for the pointcloud to refresh. Or have a look at your file. You can get good results layering noise in your normals and also having different amplitutes mixing in those normals. barrel_02.hip 4 Quote Link to comment Share on other sites More sharing options...
Stalkerx777 Posted December 20, 2010 Author Share Posted December 20, 2010 Thank you very much Peter! Nice solution with point clouds, that's exactly what i need. Your scene file is very helpful. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.