1) I typically cache the sim out, then read the cache into a new, non-sim
cloud and apply an ICE operator above the read cache op.

You can get great, real time control over various attributes of what
originally came out of your sim, like using distance to camera to control
particle size, or other attributes on the second setup.

2) Something else that might intrigue you is using a sim to generate paths,
which are then fed into a real time op.

Example:

   - Generate a particle sim
   - Use the particle's point position per frame to set the point position
   on a curve (You set up a simulated ICE op on the curve that tests the
   current frame against its vertex ID and sets its own point positions)
   - Use the curve procedurally in a different live ICE operator


3) Another technique that allows you to use real time controls to drive
something that looks like a simulation can be found in this vimeo tutorial
about animation tricks using bezier curves <http://vimeo.com/11079196>.

The gist is, you can use duplicates of the same geometry source objects to
define multiple simultaneous curves, then drive animation on those curves
using linear interpolation (similar to animating along a path sliding from
0 to 100 percent)

-Bradley

On Fri, Jun 22, 2012 at 6:21 PM, Gustavo Eggert Boehs
<[email protected]>wrote:

> 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" <[email protected]>
> 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: [email protected] [mailto:
>> [email protected]] On Behalf Of Gustavo Eggert
>> Boehs
>> Sent: Friday, June 22, 2012 03:37 PM
>> To: [email protected]
>> 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 <[email protected]<mailto:[email protected]>>
>> 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 <
>> [email protected]<mailto:[email protected]>> 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: [email protected]<mailto:
>> [email protected]> [mailto:
>> [email protected]<mailto:
>> [email protected]>] On Behalf Of Leonard Koch
>> Sent: Friday, June 22, 2012 02:17 PM
>> To: [email protected]<mailto:
>> [email protected]>
>> 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" <[email protected]
>> <mailto:[email protected]><mailto:[email protected]<mailto:
>> [email protected]>>> 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
>>
>

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