Today I continued fixing the problem. Mr Ron dropped by today also to help me fix it. I will do a recap of what he d
Mr Ron was running some tests still. No matter what he did the point numbers still continued jumping and behaving very strangely.
He then made a discovery, the pieces falling down from the pre-fracture geometry is not complete. Below is how it looks:
He advised me to re-do the whole scene as that may be the source of the whole problem.
But before that, he suggested trying to do a popnetwork inside the foreach node. Meaning we are birthing particles from each piece instead of the whole pre-fractured geometry.
He wanted the particles to start birthing after a certain time frame. And to determine that will be based on the point position of each point.
A vopsop is used to achieve that. First a vectorfloat node is plugged into the point position. Then a compare node is used to check if the point position value falls below the minimum set up in the node. If it falls below, it will store the point into the zero parameter, and if it is above the minimum, it will store the point into the go parameter. A switch node is used to switch between inputs when needed. After that, all data will be stored in the start parameter.
Below is how it looks now, in the details view:
The start parameter will then be used to drive the birth of the particles.
Under the impulse activation option.
For now, Mr Ron helped me till here, while I needed to redo my file. He asked me to consult him until I reached this stage in my new file.
NEW FILE
I used back the same old file which Mr Ron helped me fix the points problem. I didn't did it in the commercial version, because I wanted to fix that problem first, and using the actual terrain will make my whole scene even slower. Hence, I stuck with a simple grid.
I will continue from where I left of last time:
I fixed the problem by doing a separate voronoi fracture for each side of the grid and also before the point sop that opens up the terrain with an expression.
After that I proceeded with adding a box, to color the pieces which will fall down, and after that for the foreach node, I had to do it separately for the left and right side, as their pieces are named totally differently.
I then went into dops. However inside dops for some unknown reason, the pieces doesn't fall after being colored by the box. I was presuming this was the problem:
I asked Mr Ron why is it like that, I also explained to him about the mutiple groups thing on the whole geometry. He advised me to remake the groups before I enter into dops, therefore, I don't have to worry about multiple groups. He helped me did it,
What he did was first,
He used a clean node to delete all the existing groups. Then he used a connectivity node to connect all the primitives together into a attribute. Then he used a partition node to create the group and name the pieces. After the groups were re-created, it is then brought into dops.
Luckily, when I brought it into dops, it worked! Then I just did the same thing with the foreach after the dops. I brought in a piece of the entire geometry, pre-fractured it, added a point in the center of each piece. I also added the vopsop that was created in the previous file inside.
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