rybow125 Posted January 10, 2009 Share Posted January 10, 2009 Hello everyone! I have been reading this forum for almost a year now, but this is the first time that I have ever posted. I am working a ground fracturing effect. I would normally do something like this in DOPs alone, but I am getting simulation times that are too long. So what I have done instead is manually cut up the geometry and assigned a partcle to each chunk. I was hoping that using POPs I would be able to animate the geometry. The problem that I am having is that the chunks are falling into the ground geometry instead of falling on top of it. I was thinking about maybe bringing in the animated particle network into DOPs so I can get a more realistic landing. I don't know how the simulation time is with using POPs in DOPs though. I looked at the help file but I am still a little confused on how to go about the whole set up. I am attaching a test scene that I am dealing with at the moment. Let me know if what I explained doesn't make sense. Its been a long day.... Any help that you guys can give me about this would be awesome. Thanks again! test.hip Quote Link to comment Share on other sites More sharing options...
old school Posted January 12, 2009 Share Posted January 12, 2009 You can see if the Collision POP's collision tolerance can help you. You can increase the timestep to see if it gives more accurate results. test_with_collision_tolerance.hip Quote Link to comment Share on other sites More sharing options...
rybow125 Posted January 13, 2009 Author Share Posted January 13, 2009 Yes! That is exactly what I am looking for. Now the next thing I need to figure out is how to get around some of the intersecting geometry that happens at the beginning of the simulation. You have given me more to work with now Thank you Old School Quote Link to comment Share on other sites More sharing options...
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