pau22 Posted April 2, 2016 Share Posted April 2, 2016 (edited) Hello, I would like to know if that approach is possible using PDB and the new grain solver: 1. Create a Granular solid from a VDB animated mesh and make all the grains move acording to its deformation and position. 2. Break some of the constrains so that some particles will no longer follow the VDB mesh. Thank you! Edited April 7, 2016 by pau22 Quote Link to comment Share on other sites More sharing options...
Ryan Posted April 4, 2016 Share Posted April 4, 2016 You can use the pointDeform SOP to set a rest position on your grains. In DOPs have position equal to rest until you want them to fall off. point_deform_grains.hip Quote Link to comment Share on other sites More sharing options...
fathom Posted April 4, 2016 Share Posted April 4, 2016 grains can be pretty unstable when they intersect with each other. deforming would very likely lead to loads of particle intersections. you'd probably have to adjust radii to avoid intersections prior to activation... Quote Link to comment Share on other sites More sharing options...
pau22 Posted April 5, 2016 Author Share Posted April 5, 2016 Thanks! The points are sticking pretty well to the mesh! Now I will have to figure out how make the sim stable and the pop source update the grain position each frame Quote Link to comment Share on other sites More sharing options...
Ryan Posted April 6, 2016 Share Posted April 6, 2016 Here is what I was thinking you could do in DOPs. Use a popwrangle, popvop, or sopsolver to get the rest value (the animated position). Then animate the "activation" any way you want in SOPs. When the particle is activated, dont use the rest anymore. point_deform_grains_v02.hip 1 Quote Link to comment Share on other sites More sharing options...
pau22 Posted April 7, 2016 Author Share Posted April 7, 2016 Here is what I was thinking you could do in DOPs. Use a popwrangle, popvop, or sopsolver to get the rest value (the animated position). Then animate the "activation" any way you want in SOPs. When the particle is activated, dont use the rest anymore. Thanks Ryan, that's awesome! it works really well. You've made my day! Quote Link to comment Share on other sites More sharing options...
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