Using Cache to create Secondary FX


#1

I just did a complex/slow sim with a lot of fragments and now i want to add small debris to it.

Is there a way to cache the sim without the debris and add it later? I would generate it with a spawn when the frags enter an especific event but this way i have to keep simulating everything again and again just to adjust the spawn/bouncing/speed/spin properly. It’s very time consuming.

I tried to bake the particles and add the debris to this baked meshes but, this way, i cant get the meshes speed to throw the debris in the same direction.

Maybe i could do something with the cache selective?

Thx


#2

What if you add the debris geo using Frost? You will lose the accuracy of the debris though.


#3

Ah, it’s an old project. What i did was bake the fragments and then add the debris using another system. It worked just fine but if, for some reason, i need to re-sim the 1st baked fragments, i’ll have a lot of work.

Thx Zoubein :beer: