I was thinking it might be possible to cache the RBD sim out with Alembic
and use that for deleting polys.
I guess I will have to do a simple test.

MB




Den 20. januar 2016 kl. 16:05 skrev Olivier Jeannel
<[email protected]>:

> Well deleting polygon happens in Modeling stack, while the simulation
> happens in sim stack. Not sure something like Momentum handles this...
> 
> On Wed, Jan 20, 2016 at 4:00 PM, Morten Bartholdy < [email protected]
> <mailto:[email protected]> > wrote:
> > No I am trying to keep it as simple as possible, so I have frozen
> > everything and only have translation animation on it. I was trying to
> > create the inside of object A ( disappearing object) by doint the same
> > polygon deletion reversed, ie. having an identical ICE tree on a copy of
> > the volume used for deleting polygons, object B, of course also using a
> > copy of object A without polygons being deleted. Very sketchy :)
> > 
> > Alas, I will probably not need it - I am planning to fracture my main
> > object and make these pieces disappear using the ICE technique. The idea is
> > to have a big solid object breaking into chunks which then gradually
> > dissolve into smaller chunks, small debris and dust. Great fun BTW.
> > 
> > Out of curiosity - would deleting polys on an RBD sim cause problems? I
> > might just want to run RBD on the chunks that are supposed to disappear.
> > 
> > MB
> > 
> > 
> > 
> > 
> > 
> > 
> > 
> > Den 20. januar 2016 kl. 15:49 skrev Olivier Jeannel <
> > [email protected] <mailto:[email protected]> >:
> > 
> > > Do you have a RBD simulation running while deleting polys?
> > > 
> > > 
> > > On Wed, Jan 20, 2016 at 3:08 PM, Morten Bartholdy < [email protected]
> > > <mailto:[email protected]> > wrote:
> > > > Pretty fast, but a also bit shaky. Getting a lot of crashes, especially
> > > > when negating the Point In Volume node.
> > > > 
> > > > MB
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > Den 20. januar 2016 kl. 14:46 skrev Olivier Jeannel <
> > > > [email protected] <mailto:[email protected]> >:
> > > > 
> > > > > Even simpler !
> > > > > 
> > > > > On Wed, Jan 20, 2016 at 2:30 PM, Simon Reeves < [email protected]
> > > > > <mailto:[email protected]> > wrote:
> > > > > > [deletpoly.PNG]
> > > > > > 
> > > > > > this seems to work ok
> > > > > > 
> > > > > > 
> > > > > > On Wed, 20 Jan 2016 at 13:03 Morten Bartholdy < [email protected]
> > > > > > <mailto:[email protected]> > wrote:
> > > > > > > The UV handling is a bit sketchy. When the null gets above a
> > > > > > > certain size
> > > > > > > the UV crap out on part of the geo. A copied version of the exact
> > > > > > > same
> > > > > > > setup with identical sizes is fine...
> > > > > > > 
> > > > > > > Is there something particular I need to do to keep UV's intact?
> > > > > > > 
> > > > > > > MB
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > Den 20. januar 2016 kl. 13:49 skrev Morten Bartholdy <
> > > > > > > [email protected]
> > > > > > > <mailto:[email protected]> >:
> > > > > > > 
> > > > > > > > Dooh - got it working with Test Polygon inside Null. Would be
> > > > > > > > lovely if I
> > > > > > > > could test if poly is inside another volume.
> > > > > > > > 
> > > > > > > > MB
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > > > Den 20. januar 2016 kl. 13:17 skrev Olivier Jeannel <
> > > > > > > > [email protected] <mailto:[email protected]> >:
> > > > > > > > 
> > > > > > > > > In Ice :
> > > > > > > > > Maybe Delete polygon inside null ?
> > > > > > > > > 
> > > > > > > > > Get Null -> Test Polygon Inside Null -> (is element) Apply
> > > > > > > > > Delete Polygon
> > > > > > > > > 
> > > > > > > > > On Wed, Jan 20, 2016 at 12:34 PM, Morten Bartholdy <
> > > > > > > > > [email protected]
> > > > > > > > > <mailto:[email protected]> > wrote:
> > > > > > > > > > I have a shattering  and d emolition  project going on and
> > > > > > > > > > would like to
> > > > > > > > > > hide shattered bits gradually by animating a volume to
> > > > > > > > > > gradually surround
> > > > > > > > > > them, or something to the same effect. My question is how to
> > > > > > > > > > go about
> > > > > > > > > > hiding objects when they are inside a volume? Can I do that
> > > > > > > > > > in ICE? I can
> > > > > > > > > > delete particles by volume, but how do I get from there to
> > > > > > > > > > hiding geometry?
> > > > > > > > > > 
> > > > > > > > > > I have yet to explore the possibilities in ICE modeling, but
> > > > > > > > > > it seems there
> > > > > > > > > > is nothing in the way of an ICE boolean, and the old style
> > > > > > > > > > boolean engine
> > > > > > > > > > can't cope with this geometry.
> > > > > > > > > > 
> > > > > > > > > > Any ideas are most welcome :) - thanks!
> > > > > > > > > > 
> > > > > > > > > > 
> > > > > > > > > > Morten
> > > > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > --
> > > > > > Simon Reeves
> > > > > > London, UK
> > > > > > [email protected] <mailto:[email protected]>
> > > > > > www.simonreeves.com <http://www.simonreeves.com/>
> > > > > > www.analogstudio.co.uk <http://www.analogstudio.co.uk/>
> > > > 
> > > > 
> > 
> > 

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