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Loop with DOP and cache issues


kiryha

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Hi guys,

I have a setup to Disintegrate Geometry (there two main parts: boolean geometry and emit particles). And I have a lot of geometry pieces to destroy, so I place this setup in a For Each Loop. The geometry works fine, but DOP simulation caches gives wired results (some sort of combined sims for each piece).

If I turn ON Single Pass in Lopp and play, everything is working. But I have to play so many times as many pieces I have which is not what I was aiming to get. Any thoughts?

How to use scene:
- Set display flag to ACTIVATE node, set Single Pass of "foreach_end1" to ON,
- set pass number = 0, play,
- set pass number = 1, play,
- check "SEE_RESULT" node, Geo and particles should work

Now switch to ACTIVATE again,  set Single Pass OFF, play, check result. The geometry is working, particles - NO...

loopDOP_01.thumb.PNG.83de4733d6791dd94e5558023a31c043.PNG

vanish_006.hiplc

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