Dammerung Posted May 18, 2015 Share Posted May 18, 2015 Hey guys i'm trying to do some RnD to make a sand castle collapse and i'm running into problems with the initial state of the sim, the geo i'm using is not the best shape i guess and i'm struggling to keep the shape of the castle before something collides with it if i use constraint network it just becomes too bouncy and and moves like crazy has anybody done something like this that could point me to a nice workflow to keep my shape stable until collisions occur thanks a bunch Quote Link to comment Share on other sites More sharing options...
Cain&Able Posted May 19, 2015 Share Posted May 19, 2015 Why don't you make your sim inactive until something collides with it? Quote Link to comment Share on other sites More sharing options...
Dammerung Posted May 19, 2015 Author Share Posted May 19, 2015 that is exactly what i'm trying to do but i have to either transfer mass to the particles or use the stopped attribute with a sop solver but still not getting nice natural looking results i would like to proagate the "active" status to particles that are close tro other activated particles but not sure how to get that goin any pointewrs would be great thanks Quote Link to comment Share on other sites More sharing options...
Netvudu Posted May 19, 2015 Share Posted May 19, 2015 without looking at any example scene, my best hint is, in Houdini, "propagate" = point clouds...usually.. Quote Link to comment Share on other sites More sharing options...
Dammerung Posted May 19, 2015 Author Share Posted May 19, 2015 Hey thanks a bunch yeah i used a sop solver with pcopen and a noise to propagate the att and control the stopped attribute and is working now ,i'll post a scene to see if people got better ways of propagating attributes thanks any way Quote Link to comment Share on other sites More sharing options...
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