magneto Posted December 14, 2013 Share Posted December 14, 2013 Hi, I have a particle state I have locked in a null node outside a popnet and I want to use this as a starting point. I specified this node as the Initial Geometry to POP Object DOP inside the new popnet, but I am not able to modify these particles. They carry on with their attributes integrated by the new POP Solver I think. But I want to be able to add my own forces on top of this. Should I be impulse spawning the same particle count in the first frame? Because when I do that, the old particles still remain unaffected by the new forces. Thanks Quote Link to comment Share on other sites More sharing options...
anim Posted December 14, 2013 Share Posted December 14, 2013 (edited) it's quite straightforward, just make sure your force is either part of the stream of the same name as the initial particles or that is not a part of any local stream popdop_initial_state.hip Edited December 14, 2013 by anim 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted December 14, 2013 Author Share Posted December 14, 2013 Thanks anim, it's working now after looking at your example Also do you know if you can modify a live popnet by another popnet for particles? I had to lock a frame like you did to be able to modify the particles like you did but for curiosity I wanted to see if I could modify the first popnet by another one. It didn't seem to work and I thought that must be because the second popnet requires the changes to be committed. Quote Link to comment Share on other sites More sharing options...
anim Posted December 14, 2013 Share Posted December 14, 2013 you don't have to lock it, but as soon as the POP object is created (on it's creation frame) it will evaluate Initial Geometry SOP and use that as initial geometry, it will not update it from that input afterwards, otherwise it would overwrite the geometry solved on previous step within it's dopnet 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted December 14, 2013 Author Share Posted December 14, 2013 Thanks anim, now it all makes sense. I thought there would be some setting to get the "deformed" state. Quote Link to comment Share on other sites More sharing options...
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