DAY 44:
I continued working on the ripple effect in POPS. I thought it will be nearing completion. However a problem cropped up yesterday. The method which Mr Steven showed to me, regarding pre-fracturing the pieces and then in POPS, choose the emission type as Prim Center(Ordered) doesn't work. If I pre-fracture my terrain, there will be the pre-fracture lines and the grid-like lines as well.
And if I bring that into pops, POPS will get confused and the result is totally crazy.
I asked Charles for help and he tried projecting the crack lines on to a clean grid. It worked, but I will lose the terrain details.
Mr Steven told me to move on and try another method. I decided to use the method which originates from Mr Ron and it was further worked on and edited by the people on odforce.
http://forums.odforce.net/index.php?/topic/13709-copying-problem-weird-rotation/
What this does is, I pre-fracture the geometry, add a point in the center of each chunk, run the bunch of center points into POPS. There is also added angular velocity for rotation purposes.
Then the points, particles are copied on a VOPSOP. I also touched on shaders a little. And below is a simple render test.( Not the exact terrain scale )
DAY 45:
Today, I wanted to finish a low-res simulation to show Mr Steven. And I managed to did it. I spend the whole afternoon rebuilding the VOPSOP method. Then there was some crazy issues with the rebuilding of the VOPSOP. The pieces do not turn! And I did exactly the same thing. And there is angular velocity too.
Anyway, the problem was, it should be " instead of '. And I forgotten to connect a single attribute correctly. Anyway, the problem was fixed. I sent the playblast videos to Mr Steven and he said, the pieces seems to fall too fast, and the ripple is still very tight.
That's the end.
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