tyPaticleSkin load from baked cache is it possible?
#1
Hi !
Have a question.
Working on the car crash and i have 2 particle system.
1 it is particle based on Voronoy to make a body rig
2 simulation of the car crash.
my car very detail and have all interior parts. 
i need them all because i will show it on render.
No i trying to optimize scene to somehow cache the 1 even with Voronoy rig.
Iv though to export as a tyCache and after connect it to Particle Skin on tyParticleSkin modifier. But as i see it is possible to connect only tyFlow node.
What would you suggest in this case?
Thank you
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#2
Hmm, yes right now the particle skin only takes a flow as input. In the future I may extend to caches and such.
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#3
(05-17-2019, 10:18 PM)tyFlow Wrote: Hmm, yes right now the particle skin only takes a flow as input. In the future I may extend to caches and such.

thank you, very appreciated! But for now how to speed it up processes?
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#4
For whatever it's worth, I'm finding myself wanting to do this often as well, so as to avoid using the skin wrap modifier.
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#5
I have tried export and cache voronoi fracture rig as tycache onto disk. Then import said cache via birth flow and use that as skin. I think this allowed to truncate sim time for initial voronoi rig creation but the difference in time for rigid body simulation was negligible . Maybe since my computers unit core clock is slow. Should have gone with AMD Sad Anyhow I am new so not sure if this is work around, but perhaps worth a try.
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#6
(05-17-2019, 10:18 PM)tyFlow Wrote: Hmm, yes right now the particle skin only takes a flow as input. In the future I may extend to caches and such.


Is this future comming closer?
Would be very nice if tyCache could drive tyParticleSkin.

Sry for digging out this old thread, but I think this request is still up to date.
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