frankvw Posted January 25, 2007 Share Posted January 25, 2007 Hi, Anyone done that before? I have a method. I meta convert the animation and fill the volume but that is not an effecient way. I tried making a copy sop on individual particles but it doesn't interpolate cleverly so it looks very uniform. Is there a single node - or a way to use copySop - that will duplicate a small number of particles to make many more particles but with some randomness? Cheers! Quote Link to comment Share on other sites More sharing options...
MIguel P Posted January 25, 2007 Share Posted January 25, 2007 (edited) I think you can use the copy stamp with the seed parameter of the popnet, noise offset, etc... but I think that it would be slower than the pop simulation with more particles. Edited January 25, 2007 by MIguel P Quote Link to comment Share on other sites More sharing options...
lisux Posted January 25, 2007 Share Posted January 25, 2007 Hi,Anyone done that before? I have a method. I meta convert the animation and fill the volume but that is not an effecient way. I tried making a copy sop on individual particles but it doesn't interpolate cleverly so it looks very uniform. Is there a single node - or a way to use copySop - that will duplicate a small number of particles to make many more particles but with some randomness? Cheers! Save your particles in a bgeo sequence. Load it and with a Copy/Duplicate add random transforms in base of the number of the copy, using for example noise, sturb, etc. Maybe this helps. Is like adding random layers of the same thing. Quote Link to comment Share on other sites More sharing options...
edward Posted January 25, 2007 Share Posted January 25, 2007 You should probably also look at using instancing. http://odforce.net/wiki/index.php/MantraInstancing Quote Link to comment Share on other sites More sharing options...
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