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 >> >

