cwalrus Posted September 10, 2015 Share Posted September 10, 2015 Hello humans- I'm trying to put one pile of wet snow on another. The bottom layer would have much greater adhesion / different clumping, etc. I create a sphere and then a cube as WetSand, it puts them into the same AutoDop network, which I expected and hoped for because I want them to interact. But then I can't adjust their POPGrain nodes separately. I tried duplicating the node tree above the POPSolver node, and applying the cube to the newly created GrainUpdate node, but the cube does not recognize this grainUpdate node- it still pays attention to the sphere's grainUpdate node (the original one). However, it does recognize the new GrainColor node, which is wonky! Any help?Thanks peeps Quote Link to comment Share on other sites More sharing options...
sultan Posted September 11, 2015 Share Posted September 11, 2015 (edited) Hello cwalrus Duplicate the POPSolver as well and then connect both the POPSolvers (of Sphere and Cube) to a MultiSolver node. And make sure you change the paths applied in "GrainSource" node to match the correct "POPGrains" node. Try it and let us know Edited September 11, 2015 by sultan 1 Quote Link to comment Share on other sites More sharing options...
cwalrus Posted September 11, 2015 Author Share Posted September 11, 2015 Drat- I thought that was it for sure. Two problems: One- if i dupe the solver tree, i still have the same problem. The 'grain_update" one the original tree is still the only one having an effect. Can't figure out why... Also, all combinations of piping the POP Solver nodes into the Multi Solver node do not work... Maybe a Group Particle Node? (edit- just tried that... cant figure it out) This seems like a relatively simple thing I'm trying to achieve but i can't find samples on the web...! Quote Link to comment Share on other sites More sharing options...
cwalrus Posted September 11, 2015 Author Share Posted September 11, 2015 I guess I should add the specifics, because maybe I'm going about this wrong. Picture two layers of snow (really I'd like 3). The bottom layer is thick and wet (a high 'wet' value / high clumping value). The top layer is more powdery / less clumpy. The dynamics make the snow settle downward... so the bottom layer would remain mostly still, and the top layer would separate more. Sort of how an avalanche works. So what I really am trying to do is put two different wet sand objects in the same solver, but have different 'wetness' / clumping values for each. Even while I"m typing this i realize I can actually assign different wetness to each... however it was the "Clumping Weight" on the POP grains node that I really wanted to access separately... Quote Link to comment Share on other sites More sharing options...
sultan Posted September 12, 2015 Share Posted September 12, 2015 Nice picturization Following are the results of 2 particle grains. And as required: 1). Both grains are interacting with each other 2). Wetness value of both grains are different 3). And just to confirm ourselves, they both have their own different particle separation values. Output: The file: Multiple_PopGrains_v00.hipnc Note: When you increase the number of particles in your sim and if they behave unstable, then increase the POPSolver's Min & Max Substeps to stabalize the particles. Let me know if this helps. 1 Quote Link to comment Share on other sites More sharing options...
cwalrus Posted September 12, 2015 Author Share Posted September 12, 2015 Holy crap you're awesome! Yes this is pretty much exactly it... Let me wrap my brain around it... Quote Link to comment Share on other sites More sharing options...
cwalrus Posted September 13, 2015 Author Share Posted September 13, 2015 Ok - thanks again for this. Here's what's frustrating: i tried the same thing when you suggested it before, and couldn't get the same result. After comparing our projects, I found that the only difference is that for some reason in the sphere object, on the grainsource node, the expression for Point Separation points to the wrong grain_update node. After I changed that, it worked.. . Did you have to do that manually, or did it just "work" for you when you copied and pasted the POP solver tree? Thanks again, because I never would have found that discrepancy!! cameron Quote Link to comment Share on other sites More sharing options...
cwalrus Posted September 13, 2015 Author Share Posted September 13, 2015 Here is what I'm talking about - a straight project without applying that fix: sample_Grains.hipnc Quote Link to comment Share on other sites More sharing options...
sultan Posted September 22, 2015 Share Posted September 22, 2015 Hi cwalrus / cameron Sorry for late reply, got held up in other work Yes, you have to change the expression in the GrainSource node manually to point to the correct PopGrains node. Quote Link to comment Share on other sites More sharing options...
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