cloudfx Posted January 6, 2016 Share Posted January 6, 2016 Hi, Is there any known way to create looping particles? E.g. if I set to simulate 1~80 frames of particles it will be loop-able from 1-80 over and over again.? Quote Link to comment Share on other sites More sharing options...
woodenduck Posted January 6, 2016 Share Posted January 6, 2016 The exact same animation? You can add a Timeshift after the popsim back in sops and set the Frame parameter to $F%80. 1 Quote Link to comment Share on other sites More sharing options...
Matt_K Posted January 6, 2016 Share Posted January 6, 2016 (edited) If you mean a seamless loop for stuff like rain/snow/embers etc, it is doable but requires a little work. For around 80 frames, you can sim to frame 40 (or longer if you need an overlap), then use that frame as the initial state in a new sim of equal length. Cache out the two sims and combine (merge & timeShift/timeWarp) them in SOPs.Have the second sim running first so that your second sims first frame, and the first sims last frames match. Then the trick is to fudge the join : try an overlap with a blendShape (sometimes works) just an overlap can work too if it's enough so that no visible "pop" is evident - usually works with rain if it's fast/heavy enough or use the pscale attribute in an attributeVOP (with lots of randomisation) over a few frames to scale the one sim out as the other scales up - usually good for snow / embers or just get lucky with sims that just work If you get the loop to work, you can cache that out and then cycle it when you read it back in using a timeWarp SOP. Hope this is of some help! Matt. Edited January 6, 2016 by Matt_K 1 Quote Link to comment Share on other sites More sharing options...
pupps09 Posted April 29, 2017 Share Posted April 29, 2017 (edited) On 2016/1/7 at 6:13 AM, Matt_K said: try an overlap with a blendShape (sometimes works) just an overlap can work too if it's enough so that no visible "pop" is evident - usually works with rain if it's fast/heavy enough or use the pscale attribute in an attributeVOP (with lots of randomisation) over a few frames to scale the one sim out as the other scales up - usually good for snow / embers or just get lucky with sims that just work Hi. Is there any possibility you can post a hip file with any of the above techniques? I tried using Peter Quint's method on looping flames, but apparently that method doesnt work with particles. I've attached a hipfile with my failed attempt. Any help would be greatly apprecreciated. Thx! loopPart_v01.hipnc Edited April 29, 2017 by pupps09 Quote Link to comment Share on other sites More sharing options...
Matt_K Posted May 1, 2017 Share Posted May 1, 2017 Hi Naoki, Will try and get an example for you a little later on today. Matt. Quote Link to comment Share on other sites More sharing options...
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