Simulation and Topology

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Bullit
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Simulation and Topology

Post by Bullit » 21 Feb 2013, 00:05

My objective is to make an object disappear progressively when it hits a wall/plane so just the part that goes further than the plane disappears, eventually the whole object would disappear. From some tests it seems that topology nodes only work in modeling stack if the simulation stack and up is disabled.
What would be the best tactic to get what i want?

ximage
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Joined: 10 Jun 2009, 08:49

Re: Simulation and Topology

Post by ximage » 21 Feb 2013, 10:42

i have to got a clue about ice topo. but is there anyway to get the modelling stack to interact with maybe say a color at vetrtices node or weight map, that being dynamically driven by another ice tree?

then get this to maybe drive the alpha of a texture then when the alpha hits 0 delete the poly?

hope that made some kind of sense.,

Daniel

Helli
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Joined: 04 Jun 2009, 09:21

Re: Simulation and Topology

Post by Helli » 21 Feb 2013, 10:54

When I do something like what you described.

I used to manipulate a weightmap in an simulated Icetree and use that weightmap for the opacity in the shader.
Now you want to delete Polys. My question is, why ? isn't it enough to set the opacity to zero so they won't be visible at render time ?

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mattmos
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Re: Simulation and Topology

Post by mattmos » 21 Feb 2013, 11:30

If you want to do this with ice topo, you can select all polys, extract and keep live, then apply an ice tree on the modelling stack of the extracted object, or use the simulated object as a shape source in the modelling stack of a duplicated object maybe?

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Mr.Core
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Re: Simulation and Topology

Post by Mr.Core » 21 Feb 2013, 12:24

Use an empty mesh\pc\null with simulation stack to perform any sim operations with the topo of the original mesh

Bullit
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Re: Simulation and Topology

Post by Bullit » 21 Feb 2013, 18:47

Thanks everyone. Yeah it occurred to me to clone and then set the ice tree in this new object the but i wanted to know if i could just do it in the original simulated one, i don't have to deal with uvw etc...

Now you want to delete Polys. My question is, why ? isn't it enough to set the opacity to zero so they won't be visible at render time ?


It is possible, for the exercise i wanted to have an object/plane to slice , but since the object is vanishing into particles from the part that disappears it might be a good idea since i can still emit from the not seen part of the mesh.