Neyco Posted April 26, 2019 Share Posted April 26, 2019 Hello guys, I"m trying to do an explosion of debris, I started by doing the particles simulations, then added an attribute randomize for the pscale, then I did a copy into the particles with a debris geo I made. The problem is that everything is falling at the same speed, big debris, and the very small ones. Is there a way to fix that? Thank you !!! Quote Link to comment Share on other sites More sharing options...
Skybar Posted April 26, 2019 Share Posted April 26, 2019 Everything falls in the same speed in a vacuum regardless of size or mass. Try apply some drag. Quote Link to comment Share on other sites More sharing options...
Neyco Posted April 26, 2019 Author Share Posted April 26, 2019 I ended up duplicating the particale sim, changing parameters for each one (high velocity, few particles for the big debris and vice versa). Seems to work, but it's just like hiding the problem, since the big debris doesn't have the same size, but still fall at the same speed Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted April 26, 2019 Share Posted April 26, 2019 (edited) changing the pscale doesn't seem to do anything on its own. Just create a mass attribute based on the pscale and apply a pop drag. Make sure to turn off "ignore mass". particle_mass.hip Edited April 26, 2019 by ejr32123 Quote Link to comment Share on other sites More sharing options...
Neyco Posted April 26, 2019 Author Share Posted April 26, 2019 (edited) This seems to be the right way ! I'm testing it, thank you so much ! I'm actually struggling to make this work in my setup, since my debris are in a different Geo node, and the sim is shaped independently with a custom velocity. Edited April 26, 2019 by Neyco Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted April 26, 2019 Share Posted April 26, 2019 what exactly is the problem? Quote Link to comment Share on other sites More sharing options...
Neyco Posted April 29, 2019 Author Share Posted April 29, 2019 (Sorry for the late answering, I wasn"t able to respond earlier) I did a hip file illustrating my setup. The sim is done separately, then the geos are copied to it. And this makes me enable to control the mass in the sim. I think there"s a much better way to deal with that, but I can't find it Thank you again ! particle_mass_problm.hip Quote Link to comment Share on other sites More sharing options...
Neyco Posted April 30, 2019 Author Share Posted April 30, 2019 I think the solution is to have the velocity taken from the particles sim, and then convert my debris geo to an RBD objects? I can"t find any clear tutorial to do that, but i"ll try to mess around Quote Link to comment Share on other sites More sharing options...
draxysd Posted April 30, 2019 Share Posted April 30, 2019 You could do a little bit of a trick and assign random mass to the particles and then in your geo node, stamp bigger debris pieces on bigger mass particles. Quote Link to comment Share on other sites More sharing options...
evanrudefx Posted May 1, 2019 Share Posted May 1, 2019 I think you should add your pscale before the particle sim. That way they will collide with the ground plane and not sink through. I added a pop grain node too. That way the particles will collide with each other. particle_mass.hip Quote Link to comment Share on other sites More sharing options...
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