archz2 Posted October 9, 2022 Share Posted October 9, 2022 I am doing a particle simulation. How to solve this banding issue ? banding issue.hip Quote Link to comment Share on other sites More sharing options...
Atom Posted October 9, 2022 Share Posted October 9, 2022 Substeps on the popsolver are often the first place to look, but in your setup, I think you can remove the banding by setting the roughness on the pop force to a non-zero value. Try 0.333. Another thing you could do is add a little randomness to the supplied velocity by altering the wrangle. float rnd_mult = fit01(rand(@ptnum),0.001,0.1); @v=@N*rnd_mult; //0.01; 1 Quote Link to comment Share on other sites More sharing options...
archz2 Posted October 10, 2022 Author Share Posted October 10, 2022 Thanks a lot. The VEX code did it. Altering the roughness wasn't doing anything. Can you please explain what exactly is happening in your code? The normal is getting multiplied by a random number, which is very small. How come the velocity is not getting affected? For example, let's say I multiple 8 by 0.1, I get 0.8. So I will immediately see the difference. But using your code, I don't see much difference. Why? Quote Link to comment Share on other sites More sharing options...
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