Jump to content

Wires on Particles?


Anti-Distinctlyminty

Recommended Posts

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

Link to comment
Share on other sites

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)
Wires_on_Particles_v2.gif

I'm not sure how well it can handle thousands of strands though..:lol:

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.zip
Saved as H15.5.717 Apprentice

Edited by galagast
Link to comment
Share on other sites

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 :D 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.

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...