Sometimes you need to remove an RBD from a sim completely. Eg, you're using a block to push something and then need it to get out of the way...
Make sure you have a group for it on SOP level. It will probably be a point group, as you're most likely using packed geo.
Now use a SOP solver in your DOP network. Attach it to a multisolver, alongside your Bullet/RBD solver..
Inside the SOP solver, blast the group that you created earlier. Use a switch node or some other timing device (you could use a point wrangle with removepoint I think) to trigger the group's deletion.
Eg. Switch node could use $F>1000. Here it will switch from "all the geo" to "all the geo minus the group" input.
Showing posts with label blast. Show all posts
Showing posts with label blast. Show all posts
Friday, 12 April 2019
Select a random point from a group each frame
Some code snippets from Walter to use points from a group randomly, for emission (or other things)
In a Detail Attribute Wrangle-
int npts = npoints(0);
float keep = rand(@Time + 235.624) * npts;
i@keep = int(keep);
Every time step, a random point id is chosen as the "keep" point.
Then in a blast, we kill everything but the kept point
`detail(0, "keep", 0)`
Don't forget to invert the blast selection
In a Detail Attribute Wrangle-
int npts = npoints(0);
float keep = rand(@Time + 235.624) * npts;
i@keep = int(keep);
Every time step, a random point id is chosen as the "keep" point.
Then in a blast, we kill everything but the kept point
`detail(0, "keep", 0)`
Don't forget to invert the blast selection
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