Yon Posted November 30, 2016 Share Posted November 30, 2016 Hey ,I have a question regarding a certain step in flip meshing. I have seen many people use a length($VX,$VY,$VZ) expression in a delete sop to cull particles right before converting it to a mesh. Then copying the node and using delete non-selected, and sending these particles over to the foam. Apparently without this step there will be problems with matte shading or something.. but its taking %95 of the meshing time to calculate this delete sop. Is this a mandatory step? Can I just mesh without the velocity culling and not encounter fatal problems? Thanks Quote Link to comment Share on other sites More sharing options...
bunker Posted November 30, 2016 Share Posted November 30, 2016 hard to tell what the matte shading issue would be without more infos - I never had issues with PRMan or Arnold Anyway to delete particles based on velocity, you should use a wrangle+blast SOP instead, much faster. The Delete SOP is ancient and should be deprecated. wrangle SOP: if(length(v@v)>chf("threshold"))@group_kill=1; blast SOP : group set to "kill" 2 Quote Link to comment Share on other sites More sharing options...
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