Cake Kid Posted February 9, 2014 Share Posted February 9, 2014 (edited) Hey guys, I've been trying to solve one problem I have with RGB applying to voronoi pieces, which are driven by particles. So in the beginning I create a box and voronoi it, create centroid point for each piece and move the points to affect the movement of voronoi pieces with a copy node. Now, the effect I'm trying to achieve is that when the particle turns red, the particle stops moving, and the voronoi piece that the particle is driving stops as well (velocity becomes 0). The problem I have is, that if the particles are not moving (its just static voronoi cube) the switch to RGB works perfectly. But as soon as I add curl noise on particles or any movement, the RGB simulation messes up. You can see that in my .hip file when you go to - box_object1 - popnet1 and you visualise the "BROKEN_SIM" node (which makes the particle stop when they turn red). If you visualise CORRECT_SIM, everything works just fine. Could it be that the rest position takes the frame 1 position of voronoi and then messes up, because voronoi has moved? Does anyone have an idea what could I be missing? dropFreakingOut.hipnc Edited December 2, 2015 by Cake Kid Quote Link to comment Share on other sites More sharing options...
Cake Kid Posted February 11, 2014 Author Share Posted February 11, 2014 The solution is to just Turn On "Use Deforming Geometry" option in the RBD Fractured Object (box_object1 in the AutoDopNetwork) http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=141895#141895 Quote Link to comment Share on other sites More sharing options...
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