04-04-2019, 07:23 AM
Ok, another day, another try, figured it out I think:
For the clustering to work:
1. create cluster op, set it to channel 1 (Tip: Tick "Visualize clusters", great help!)
2. Create two particle bind ops.
3. Set one to have strong stiffness (not sure if thats necessary) and tick "Enable Clustering"
4. Set the clusetering channel to 1.
5. Set the other particle bind op to have weak stiffness (again, not sure if necessary).
6. untick "Enable clustering" for that one.
7. Voila!
ty, please correct me if thats wrong or should be done differently! Maybe it only looks like its working, because I don´t quite understand:
A) How do particles get sent to particle bind op 2? Are particles that break from particle bind op 1 (the one with clustering enabled) automatically sent out and particle bind op 2 (with clustering diabled) picks them up?
For the "cannonball" to work:
Thats really simple.
1. Create your cannonball shoot and bounce sim (I actually just did normal force and collision without physx for this)
2. Make sure to have a mesh op.
3. And this was the problem: Make sure to UNTICK "render only"
4. Voila, now you can pick that flow in the grain flow as a collision object.
Of course, this is only a one way interaction, the cannonball doesn´t get slowed down by the grain sim, which works for me in this case.
If I would want two way interacion, I would probably try and just add the cannoball to the grain sim, give it strong stiffness and disable breaking and then possibly just skin the original sphere to that part of the sim.
And if I want it to be a snowbal, I´d just enable breaking in the particle bind op etc.
For the clustering to work:
1. create cluster op, set it to channel 1 (Tip: Tick "Visualize clusters", great help!)
2. Create two particle bind ops.
3. Set one to have strong stiffness (not sure if thats necessary) and tick "Enable Clustering"
4. Set the clusetering channel to 1.
5. Set the other particle bind op to have weak stiffness (again, not sure if necessary).
6. untick "Enable clustering" for that one.
7. Voila!
ty, please correct me if thats wrong or should be done differently! Maybe it only looks like its working, because I don´t quite understand:
A) How do particles get sent to particle bind op 2? Are particles that break from particle bind op 1 (the one with clustering enabled) automatically sent out and particle bind op 2 (with clustering diabled) picks them up?
For the "cannonball" to work:
Thats really simple.
1. Create your cannonball shoot and bounce sim (I actually just did normal force and collision without physx for this)
2. Make sure to have a mesh op.
3. And this was the problem: Make sure to UNTICK "render only"
4. Voila, now you can pick that flow in the grain flow as a collision object.
Of course, this is only a one way interaction, the cannonball doesn´t get slowed down by the grain sim, which works for me in this case.
If I would want two way interacion, I would probably try and just add the cannoball to the grain sim, give it strong stiffness and disable breaking and then possibly just skin the original sphere to that part of the sim.
And if I want it to be a snowbal, I´d just enable breaking in the particle bind op etc.