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Scripting sleeping particles
#1
Hey there,

I'm trying to build a big underwater kelp forest and for this I experimented with having the big kelp as obi cloth actors.
Each of them are around 500 particles so I'm planning to have maximum up to 10 active at any moment.
The sleep threshold on the solver is always at 0 so they move themselves within the turbulent water.

How can I tell the Burst-Backend solver which particles are sleeping and which active and to ignore the sleep threshold?
 
Already tried disabling ObiClothRenderer but that just stops the rendering and still simulates the particles it seems.
Next thing to try is one solver per Kelp but I'm guessing performance will tank and they won't interact with each other this way.
Is there a simpler solution I havent found yet?
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Messages In This Thread
Scripting sleeping particles - by ibbybn - 07-12-2020, 03:22 PM
RE: Scripting sleeping particles - by josemendez - 08-12-2020, 09:32 AM
RE: Scripting sleeping particles - by josemendez - 08-12-2020, 01:13 PM
RE: Scripting sleeping particles - by ibbybn - 10-12-2020, 11:20 PM
RE: Scripting sleeping particles - by josemendez - 11-12-2020, 08:21 AM
RE: Scripting sleeping particles - by ibbybn - 11-12-2020, 01:58 AM
RE: Scripting sleeping particles - by josemendez - 11-12-2020, 08:23 AM
RE: Scripting sleeping particles - by ibbybn - 11-12-2020, 10:38 AM