junyd Posted August 17, 2011 Share Posted August 17, 2011 (edited) Hi all, How do i particle instance. I have tried using instance node but it only asks for single object. i have multiple broken chunks and i want to associate them with particle and i also want to add rotation and scale parameters. can anyone recommend me any old thread that has discussed it before or any suggestions? thanks Edited August 17, 2011 by junyd Quote Link to comment Share on other sites More sharing options...
CtrlLoki Posted August 17, 2011 Share Posted August 17, 2011 (edited) Have you tried using a Copy SOP and switch to achieve this, if you attach all your broken chunks to a switch with a rand() function applied and then to the copy sop you can copy stamp rotation and scale for the chunks. Check out this tutorial: SideFX - Copy Stamping Edited August 17, 2011 by CtrlLoki Quote Link to comment Share on other sites More sharing options...
Netvudu Posted August 17, 2011 Share Posted August 17, 2011 What CtrlLoki suggests will work if you want to copy random chunks that didn´t exist previously over particles. If you are trying to tie preexisting chunks to particles, a primitive SOP (using the second input) and a ForEach SOP should be enough to get every chunk motion associated to each particle. You definitely don´t want to use the instance node for that. Quote Link to comment Share on other sites More sharing options...
junyd Posted August 18, 2011 Author Share Posted August 18, 2011 CtrlLoki, Netvudu thanks a lot for the quick and beneficial reply. very informative. i have seen the tut once; i will give it a shot and i'll let you know the results. thanks Quote Link to comment Share on other sites More sharing options...
junyd Posted August 18, 2011 Author Share Posted August 18, 2011 (edited) how do i stop rotation( after colliding 2 times or 3) upon collision on the ground.? Edited August 18, 2011 by junyd 1 Quote Link to comment Share on other sites More sharing options...
Netvudu Posted August 19, 2011 Share Posted August 19, 2011 Do you mean with POPs or with DOPs? If you are in POPs all you have to do is go to the Collision POP and enable the "numhit" attribute. Now, you are free to play with that as you wish. For instance, you can group particles based on $NUMHIT>3 and do whatever you want with those particles, or directly multiply the rotation by 1/$NUMHIT or whatever fits you better. Quote Link to comment Share on other sites More sharing options...
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