I understand your point, but since the idea is to stack a bunch of diferent modifications on top of eachother they always rely on point position. So I am always doing something like self.pointposition + x,y,z... therefore cumulating values. Thinking harder about it, if I relied on emit location instead of point position, that might work...
Having two clouds sounds like it could really work. Will try that. I did a quick test using post-sim Fabricio. I felt like it had limitaions, but since I am not in front of Si right now I cant really describe it. Thanks for all the good insights guys, ill do some tests and post back with the pros and cons of each approach. Chears Em 22/06/2012 16:54, "Grahame Fuller" <grahame.ful...@autodesk.com> escreveu: > The point that Steven and I were getting at is that simulations don't need > to be cumulative. For example if you plug (0,0,0) into Set PointPosition, > it's not going anywhere. So, you might be able to accomplish what you want > to do with states. > > Another approach that might work is to have multiple point clouds, e.g., > one for display and rendering, one for animation, and one for simulation, > and then use a Boolean to control whether the display cloud reads its > poistion from the animation or simulation cloud. > > gray > > From: softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] On Behalf Of Gustavo Eggert Boehs > Sent: Friday, June 22, 2012 03:37 PM > To: softimage@listproc.autodesk.com > Subject: Re: Evalution outside simulation > > It is simple stuff like transformations, randomizations, sin functions and > all that. Problem is I am trying to reproduce the (perceived) "ease of use" > from moGraph. > In it MOST things happen in a unsimulated envoiroment, as it is a lot > faster to work in this fashion. You can work and scrub through the timeline > interactivly. But then it allows you to trigger simulation at some point or > event, which is nice. > > I could even try to re-work most of my nodes to have a simulated and > unsimulated version, as the cumulative effect of simulation will break most > of them, as they are right now. But fact is, it is a goal to be as > non-simulated as possible. > > I understand it is an uncommon request, a bit of overkill really, and > people can achieve the effect they want in other ways... I just wanted to > double check if there was any undocumented way of doing this. > > 2012/6/22 Steven Caron <car...@gmail.com<mailto:car...@gmail.com>> > also, can you just branch and set point position on those particles > instead? > > s > > On Fri, Jun 22, 2012 at 11:30 AM, Grahame Fuller < > grahame.ful...@autodesk.com<mailto:grahame.ful...@autodesk.com>> wrote: > What sort of procedural animation? Can it not be expressed as a > simulation? Do you have an example of what you mean? > > gray > > From: softimage-boun...@listproc.autodesk.com<mailto: > softimage-boun...@listproc.autodesk.com> [mailto: > softimage-boun...@listproc.autodesk.com<mailto: > softimage-boun...@listproc.autodesk.com>] On Behalf Of Leonard Koch > Sent: Friday, June 22, 2012 02:17 PM > To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com > > > Subject: Re: Evalution outside simulation > > > You can disable behaviours on a per particle basis, but everything will > have to be simulated at all times. The thing you described is at the core > of how ice works and there is no way around that as far as I know. > On Jun 22, 2012 8:01 PM, "Gustavo Eggert Boehs" <gustav...@gmail.com > <mailto:gustav...@gmail.com><mailto:gustav...@gmail.com<mailto: > gustav...@gmail.com>>> wrote: > Hey there list! > > Trying to go further in my efforts of reproducing much of the > functionallity found in C4Ds moGraph I´ve hit a wall. The problem is trying > to mix procedural animation with simulations. When a pointcloud has a > simulation in its stack, as we all know, everything which is underneath > this point wont be evaluated. My question is: is it possible to trigger in > and out of a state of simulation with a per point boolean? > > Best regards > > > > > -- > Gustavo E Boehs > 3d Artist > http://www.gustavoeb.com.br/blog >