Jump to content

Flip Meshing


Yon

Recommended Posts

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

 

Link to comment
Share on other sites

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"

 

  • Like 2
Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...