Depending what you're after post-sim might work if you think of Simulation
as storage of values to use and process in post-sim.

I recently did a sim of falling money bills. I drove ICE-modeling-instanced
meshes with particles and to deform them I only needed to know the velocity
difference between frames so I stored that stuff in Simulation and in
Post-Sim I could interactively adjust the bend intensity and such, without
resimulating completely.


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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