Anti-Distinctlyminty Posted February 11, 2017 Share Posted February 11, 2017 Hi everyone, I'm trying to use the points created by a particle sim, and copy lines to them, then solve them as wires. However, so far I can get nothing to work at all. Nothing ever shows up the in viewport, I don't know why. I have tried using one dop network to create the particles, and another to solve the wires, but this doesn't work. I suspect it's something to do with the fact that the newly created geometry needs to be imported into the DOP network, but I do not know how to do this. Any advice would really be appreciated. Wires_on_Particles.hipnc Quote Link to comment Share on other sites More sharing options...
galagast Posted February 13, 2017 Share Posted February 13, 2017 (edited) Hi, Here's probably one way of doing it. It sort of feels kinda old school due to the fact that I'm generating a lot of DOP Objects on the fly as opposed to the newer way of using Packed primitives. (But come to think of it, I haven't tested if packed prims do work with wires haha) I'm not sure how well it can handle thousands of strands though.. There's also a bit of a slowdown if you're going to adjust the particle sim. This is because a CHOP network needs to read in the number of particles throughout the timeline. It would essentially need to cook the whole animation range everytime you change a parameter in the sim. So I added a note inside there to disconnect a node whenever adjusting particle sims to speed things up. I suppose I should send an RFE about it, because I believe that it should not cook the outer node if I'm inside the DOPs context and none of my panes are actively reading the outer SOP. I hope this helps. Wires_on_Particles_v2.zipSaved as H15.5.717 Apprentice Edited February 13, 2017 by galagast Quote Link to comment Share on other sites More sharing options...
Anti-Distinctlyminty Posted February 15, 2017 Author Share Posted February 15, 2017 Hi Galagast, Thanks for the response...one thing that is apparent from it is that I still have much to learn when it comes to DOPs I'll work through it...slowly. I think I may have to start simpler and build up. Also, if the CHOP is unavoidable, maybe the overhead can be reduced by using some sort of sliding range ($F-5 to $F+5 or something) so that you only calculate the immediate area around the current frame. Quote Link to comment Share on other sites More sharing options...
galagast Posted February 15, 2017 Share Posted February 15, 2017 No worries, I would actually still like to think of other much straightforward methods for the effect Cheers! Jeff Lim Quote Link to comment Share on other sites More sharing options...
Anti-Distinctlyminty Posted February 15, 2017 Author Share Posted February 15, 2017 Don't forget to let me know if you do Quote Link to comment Share on other sites More sharing options...
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