misterbil Posted August 18, 2016 Share Posted August 18, 2016 As nobody answered my previous post (no hard feelings ), here I am again. I have made some progress with sand/grain but I'm still not sure of the process. In this new file I'm trying to have the sand to gradually blow away . I'm using a PopForce to move my particles and I'm controlling the v@Force Attribute with a voppop. I'm using a ramp based on Y and a turbulence noise to set the @force value as I would like the sand to start blowing randomly from the top and slowly go down the pile of sand. But I have 2 problems. 1- because the noise and the ramp are based on position, the particles enter and exit the noise/value 2- the noise is fading to quickly, I think I need to add a fit node to compensate.. but I can't figure it out. Here is my ramp/noise test (on a volume). PS: my previous post was about sand disintegration. and I attached a Hip of my scene. Please Help me out! sandtest_forceRandom.hiplc Quote Link to comment Share on other sites More sharing options...
loudsubs Posted August 18, 2016 Share Posted August 18, 2016 Here's one way of doing it. If you want the sand to gradually blow away, you probably dont want to reference @P.y inside the simulation to drive the force, because thats going to dynamically change during the sim, and if a particle gets outside of the threshold, the force could stop affecting it. So I here created a group in SOPs that grows over time based on the Y bounding box. It gets referenced in the DOP sim, and then particles always stay in the group once they have joined. If you want to add more forces using a POP VOP, make sure the noise is set to 3D noise, and then add that to @force, and put force_grp in the group parameter of the VOP. sandtest_forceRandom_01.hiplc.hipnc Quote Link to comment Share on other sites More sharing options...
misterbil Posted August 18, 2016 Author Share Posted August 18, 2016 Hi Loudsubs, thanks a lot for your reply and file, very interesting stuff going on in there. it took me a little bit of time to understand what was going on, and how you were animating the growth (still not sure I understand at 100%):) You pointed out exactly my problem I'll bring my vop to sop level and set a group there and see how it goes. Thanks again and I'll update shortly... Quote Link to comment Share on other sites More sharing options...
misterbil Posted August 19, 2016 Author Share Posted August 19, 2016 So I tried to reproduce and change a little my file to see if I understood your process. but I'm stuck again. In the attached file I tried, in sop, to first use a pointVOP to generate color and then use a group node to generate the force_grp. And bring that to the dop network and use your technique to dynamically update the group. but for whatever reason I only get the first frame of the group. I can see my group being updating in SOP (advance a few frame, middle mouse to check the number of pt in my group, advance a few frame...etc). but I think I'm not doing something right in dop...?? sandtest_forceRandom_V2.hiplc Quote Link to comment Share on other sites More sharing options...
misterbil Posted August 19, 2016 Author Share Posted August 19, 2016 I think I'm getting closer, I found out why I couldn't see the group updating in DOP .... wrong naming in the SopSolver, DUH! now I fixed that and it looks better, but I have some weird behavior at the end of the sim, Not sure if the particles are "swimming" in the texture again, or what... any idea? sandtest_forceRandom_V3.hiplc Quote Link to comment Share on other sites More sharing options...
Malf Posted August 21, 2016 Share Posted August 21, 2016 (edited) I haven't looked at loudsubs file but this is how I would apply forces to the sand using SOPS to control it. Hope it helps. Cheers Jake. sandtest_forceRandom_alt.hipnc Edited August 21, 2016 by Malf Quote Link to comment Share on other sites More sharing options...
misterbil Posted August 23, 2016 Author Share Posted August 23, 2016 Hi Jake, thanks a lot for your scene! I like the simplicity of it. very clean! and that's exactly what I was looking for. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.