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POP simple questions


bareja

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Hi all, i have fiew problems with pops. In pop network i have fiew source operators(source1, source2, source3), collect them together and apply forces. The first thing I wanna do is create instances on particles emmited from source1, second thing, cache that network. The first question is it's possible to read cache inside pop network ? i couldn't find operators like cache, file etc. Another question is about vop pop, it's possible to delete/kill particles using vop pop ?

I just wanna cache particles driven by forces, then apply to groups diffrent instances, but when i do this in SOPs i can't apply instances. i have only file operator with information: 'Particle Systems'. Well i can try to do this in fiew other pop networks and copy forces, but particles must behave in the same way, must be cached and i still can't apply instances on cached particles.

Please help.

Thanks

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Guest Swann

Cześć,

VopPOP can't delete geometry directly, only modify, but I supose you can modify life of a particle(in Vops) and kill it this way.

Pozdrawiam

Edited by SWANN
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Cześć,

VopPOP can't delete geometry directly, only modify, but I supose you can modify life of a particle(in Vops) and kill it this way.

Pozdrawiam

Hej,

Thanks for answer and advice about vop pop, also I've solved my instance problem. My problem was really simple, i didn't know how instance operator(sops) works :)

Thanks again.

Pozdrawiam,

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You can use the copy sop, and instance differents objects, and with the copy stamp function, you can ramdomize the transformation and shape of the instance, see this video for example http://www.wonderhowto.com/how-to/video/ho...udini-9-241099/,

cheers

Thanks for advice, but i think copy!=instance. Of course it's possible to create copy operator inside instance and stamp attributes, randomize them, but i don't know it's possible to random it's scale,

post-3353-1244197514_thumb.jpg

There is no option to use scale point attribute as instance scale.

Cheers

Edited by bareja
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and i have problem with points ids, they are varying, i wanna situation where points ids = particle ids it's possible ? I wanna move object along one particle, but point id is changing. Any ideas ? of course i can use blast with @id!=1000, but i wanna control many objects.

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Point number = $PT and it will change when the point count changes. Particle ID = $ID and it's unique per particle. You should look at the Geometry Spreadsheet to see what the ID of the particle is instead of the point number of the particle.

Hope the above helps!

Cheers!

steven

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