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[FLIP fluid] Keep primitives(remove particles) after DOP import


art3mis

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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.

fluidtank_fluid_keepPrimitives.JPG

Edited by art3mis
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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)

 

fluidtank_fluid_keepPrimitives2.JPG

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