Neo222 Posted May 21, 2015 Share Posted May 21, 2015 Hi guys, I've hit a bit of a wall in the new version of POPs. I have a deforming mesh (skinned character), which I have scattered points on. What I'm trying to achieve is a set of particles that are essentially locked onto their source point until a certain time or proximity from some sort of gizmo, and then morph to the position of another set of points. I have been able to achieve this in the old version of POPs using a position node, but it's rather slow. However I can't seem to figure out how to achieve the same thing in the DOP version of POPS. Any help would be great appreciated. Thanks Quote Link to comment Share on other sites More sharing options...
anim Posted May 21, 2015 Share Posted May 21, 2015 sticking behavior is supported in new POPs, you just need to provide pospath, posprim, posuv and stuck attributes which is quite straightforward using scatter and attribcreate ts_pop_stick_release.hip 2 Quote Link to comment Share on other sites More sharing options...
rtep Posted May 21, 2015 Share Posted May 21, 2015 And here's a simple setup to bring the deformp into dops and apply it to particles using a multisolver and a sopsolver. popdopinheritdeformp.hip But I like anim's post about the new attributes. I'm going to check that out! Quote Link to comment Share on other sites More sharing options...
Neo222 Posted May 21, 2015 Author Share Posted May 21, 2015 Thanks for the quick replies guys, really appreciate it. Will have a look through these now and try and get my head round them. Quote Link to comment Share on other sites More sharing options...
Neo222 Posted June 2, 2015 Author Share Posted June 2, 2015 (edited) Hi again, Tomas, that was exactly what I was after for the release and worked perfectly when I applied a similar process to my scene. Is there then a way to stick these particles to a new target after a certain time or another proximity using a similar process? I can get it close using a popattract, but can't seem to get it to lock to the new (target) points again. Cheers Edited June 2, 2015 by Neo222 Quote Link to comment Share on other sites More sharing options...
Neo222 Posted June 5, 2015 Author Share Posted June 5, 2015 Hi guys I've come up with a possible solution that is a bit hacky but does the job. I ended just using SOPs to do the final settle of the particles. What I essentially did was use the pop attract set to attract points based on matching id to get the points to their deforming target, at which point you get the bouncing issue because the target is constantly moving. I then brought these particles back in to SOPs and ran it through a point VOP with a mix to blend the position of the points from the sim with the points from the target over the last few frames. Thanks again for the help I'll attach a file demonstrating the solution in case anyone else comes across a similar problem. ts_pop_stick_release_wTarget.hipnc Quote Link to comment Share on other sites More sharing options...
LaszloFX Posted January 25, 2017 Share Posted January 25, 2017 Hey Guys, First of all thanks for the great HIP files and the awesome info! I am trying to achieve a similar effect, but the only difference is that I have to have particles not only on the surface of the source object, but inside of it as well. Is there a way in the new POPDop environment to get the movement of a deforming point cloud as a pop source and with a trigger or a growing attribute activate the particles? It seems like the "pospath" and the "stuck" attributes only working with surfaces. Thanks in advance for any help! Best, Laszlo Quote Link to comment Share on other sites More sharing options...
enquel Posted February 13, 2020 Share Posted February 13, 2020 On 1/25/2017 at 4:33 PM, LaszloFX said: Hey Guys, First of all thanks for the great HIP files and the awesome info! I am trying to achieve a similar effect, but the only difference is that I have to have particles not only on the surface of the source object, but inside of it as well. Is there a way in the new POPDop environment to get the movement of a deforming point cloud as a pop source and with a trigger or a growing attribute activate the particles? It seems like the "pospath" and the "stuck" attributes only working with surfaces. Thanks in advance for any help! Best, Laszlo Use rest pos point pos as ref for stick beh, then sop solver inside dop for data feed. Quote Link to comment Share on other sites More sharing options...
ashu_tosh_m Posted April 11, 2021 Share Posted April 11, 2021 On 21/5/2015 at 8:27 PM, anim said: sticking behavior is supported in new POPs, you just need to provide pospath, posprim, posuv and stuck attributes which is quite straightforward using scatter and attribcreate ts_pop_stick_release.hip How to Create posprim and pos uv attribute without scatter node. Im using add node Quote Link to comment Share on other sites More sharing options...
anim Posted April 12, 2021 Share Posted April 12, 2021 You can use Ray SOP usually in Minimum Distance mode and output Prim Num and Prim UVW attributes as posprim and posuv Similarly you can use xyzdist() vex function to get those from closest surface location also Quote Link to comment Share on other sites More sharing options...
amin.khormaei Posted April 12, 2021 Share Posted April 12, 2021 this is the simplest way to stuck the particle to the surface or geometry points. just connect your geometry to point velocity node , it will enable the initial state in attribute tab of your pop source node ,choose stuck from drop down menu and done. Stuck_In_Simlest_Form.hip Quote Link to comment Share on other sites More sharing options...
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