How to instance ncloth with nparticle?


#1

Hi guys,
probably this is very simple for you.

I’ve three different spheres which I’ve applied nCloth on (waterVolume preset) and I’ve a particle made by the nParticle Tool where the spheres are randomly instanced.

Through runtime expressions, I generate other particles during simulation and these happen to collide. The point is that particles self-collide, as you can see from the attached picture and according to a certain Collision Thickness, but this is not what I want.

I’d like that the instances collide, according to the ncloth dynamics, but this does not occur. It seems that the ncloth dynamics does not apply to instances.

Have you any suggestions?
Thanks


colliding particles


#2

Its not that simple at all-because you really want instances to be an ncloth solver itself.
If it worked the way you’d like it would likely be computationally ridiculous.

As close as you’ll get would be to bake the ncloth water sphere to an deformation cache (like alembic)
and using the result on your nparticles as animated instances and fake the collision distances.

What overall effect are you trying for anyway?
A cheap water sim solution this likely is not…


#3

I understand your point even if it is not completely clear to me why I should make a solver for each individual particle, and not a solver for all of them.

I apologize, but I do not know where to start from with this; neither how to bake the ncloth to a deformation cache, nor how to use the result as animated instances… Sorry. Have you any tutorial video or indications to learn about these things.

OK my unreachable goal would be this amazing, wonderful video: http://www.nymus3d.nl/portfolio/animation/150 Look at 00:57. I am trying a way to split an “uncountable” number of cells with some interesting effect, but making them colliding like a soft body.

Thanks for your wuick answer and support.


#4

Hi,

in the video you can see that the first cells collide but later on they intersect as they became to many.

All cells need to be different cloth objects with the same nucleus solver. You may try animating the pressure. This way they can stay hidden in the beginning and then grow.

To get the animation right you have to animate the input meshes as you like and then use inputAttraction on your ncloth to guide them.

Good luck!


#5

Hi thanks for the suggestion,
I’ll try this path. Let you know.

Tom


#6

My point was maya and instances can’t do this-but it is essentially what you want for it to work as you expect.

The animation with ncloth suggestion is the best way forward with Maya now i see what you are trying to do.
If this were something you see doing a lot of you might consider Houdini as you have a lot more control for this kinda FX.


#7

OK I’ve sadly got it! Thanks.
unfortunately, I’m little more than an hobbist with Maya and cannot move to Houdini… Will try with your suggestion to solve my problem, that - however - is not so frequent with what I am doing usually…

thanks a lot