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Animated Pyro to Sop to Grain


vinyvince

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Hello

 

Okay; Im starting with a sop with animated noise and transform, extract the velocity, which feeds my Pyro dop. After im using point deform on the result to output an animated poly sop model from the pyro sim.

I was curious to add interaction FX using Grain with the resulting source. 

To have my pop source not static in my DOP, the only way I found was to have an impulse activation like $$F and a life expectancy very low (like 0.02, itùs in sec...).

I have a few collision obj and forces. If i use a static activation like $$F=0, the sim reacts nicely and my object splash and roll, spread off on the floor and collide with objects like i expect.

With small life, the particles dont reacts to the gravity, force and so. Which it's logic Afterall they are dying and being regenerated every time from the source position.//

Maybe Grain is done designed for animated objects, or did i miss something?

 

Thanks for your input, stay safe

 

vincent*

 

________________________________________________________________

Vincent Thomas   (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts

 http://fr.linkedin.com/in/vincentthomas

https://www.imdb.com/name/nm085962

Edited by vinyvince
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