04-16-2019, 12:13 AM
Noob alert, I'm certain I am not creating a correct or optimal flow, it is working except for the first event particles won't stop or freeze.
I have two super simple events in my flow:
1. The first birth starts -400 frames and ends at -200, this event fills a box with referenced particles which ends with a "Stop" operator
2. The second event is identical except that the birth happens later at frame 300 and ends at 400.
So it's working perfectly, the only issue is the first group particles in the box never fully settle so there is some dynamic settling / jitter still happening prior to the second set of particles being dumped on top.
I figured the Stop operator would do it but I'm certain it's just a fault with my setup.
Ideally I would love to have a static set of particles already in the box... basically a static mesh of the partially filled box, but I could not figure out how to "bake" the particles into static geometry while still interacting with new particles being added on top.
I also tried caching them and adding the frame clamped cache as a collider object but as I'm sure you know this did not work.
I have two super simple events in my flow:
1. The first birth starts -400 frames and ends at -200, this event fills a box with referenced particles which ends with a "Stop" operator
2. The second event is identical except that the birth happens later at frame 300 and ends at 400.
So it's working perfectly, the only issue is the first group particles in the box never fully settle so there is some dynamic settling / jitter still happening prior to the second set of particles being dumped on top.
I figured the Stop operator would do it but I'm certain it's just a fault with my setup.
Ideally I would love to have a static set of particles already in the box... basically a static mesh of the partially filled box, but I could not figure out how to "bake" the particles into static geometry while still interacting with new particles being added on top.
I also tried caching them and adding the frame clamped cache as a collider object but as I'm sure you know this did not work.