art3mis Posted November 20, 2016 Share Posted November 20, 2016 (edited) Ok so I've done the opposite using a Blast, removed all primitives from my DOP import in order to properly convert and surface my particles. But now I want to remove the particles, keeping only my primitive geometry after my DOP import. I'm trying to also use a Blast but have been unsuccessful so far. And then hopefully merge these primitives with my surfaced particles to just a single RENDER (null) node. My end goal is to just have a SINGLE render pass for a FLIP sim with primitive geometry under water. Not even sure if this is possible. Edited November 20, 2016 by art3mis Quote Link to comment Share on other sites More sharing options...
art3mis Posted November 20, 2016 Author Share Posted November 20, 2016 OP. Ok after much trial and error think I figured it out. Instead of using a single Blast node I am using a Group SOP followed by a Delete node. Guessing not quite as fast as a Blast but much more flexible. In the Group SOP I name the group and in the Delete node either choose Delete Selected (to remove primitive geometry) or Delete Non Selected ( to remove particles leaving only primitives) Quote Link to comment Share on other sites More sharing options...
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