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melazoma

Member Since 06 Mar 2008
Offline Last Active May 19 2013 10:27 PM
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Posts I've Made

In Topic: scatter based on color Cd problem

08 May 2013 - 06:43 PM

Without an example hip file, it's hard to say for sure. But is does your cube have any divisions greater than 1? The Paint node allows you to paint per-point, so if you have very low or no divisions on your cube the painted color would get stretched / interpolated to the closest neighboring point.

In Topic: emit smoke color from a texture

06 May 2013 - 10:41 PM

Hi ryew, thanks for helping out. I should have cleaned the file before uploading.
Given enough hardware power, I'd like to take a stab at something a little more elaborate, but my 3 years old MacBook Air was enough for this little exercise.

In Topic: emit smoke color from a texture

04 May 2013 - 08:53 PM

Give this file a try. This should shows the basic idea to add color (Cd.x/Cd.y/Cd.z) to your smoke sim and advect it.

edit: re-uploaded hipnc file.

In Topic: Deleting cached FLIP particles that fall within a geo/volume

04 April 2013 - 11:26 PM

View Postvenator11387, on 04 April 2013 - 06:57 PM, said:

I cached out a FLIP sim that involves particles splashing against a character object. The sim result that is pretty much what I wanted except that some FLIP particles go through the character. What I am trying to do is delete the cached particles that go within the region of the character’s volume, while the others that do not are left intact.

I tried using the method stated in this thread where I used an object merge to bring in the character geo, used a group sop, then a delete sop, but with no luck.

http://forums.odforc...outside-a-cube/

I attached a (non functioning) scene that only shows the main networking I am trying to do.

A concept I am also thinking of trying to create is getting the ID numbers of the particles that fall within the character (particles A). I would then get the actual cached particles (particles B ) and say “If particles B == particles A, then delete those particles B”. I am still brainstorming how I would go about doing it.

If you don't mind my saying, your scene is a little too stripped down to test any potential solutions. 1 frame of locked & reduced particles & character mesh would do.

One way to delete points inside (or outside) an object is to turn the object into a volume with Iso Offset and give it a name (like 'density' or 'blah'), then use AttributeFromVolume on your particles to transfer the 'presence' of the object onto the particles. Then you are free to delete particles with this attribute. See attached file.

In Topic: Ring artifacts in VDB Smooth SDF

02 April 2013 - 03:29 AM

View PostNerox, on 01 April 2013 - 06:43 AM, said:

I've / am facing the same challenge, I found that adding a bit of Adaptivity (ability to use less polygons where necessary) on the convert VDB sop makes a world of a difference. It appears that the amount depends on the resolution you're working with. Lower resolutions need more adaptivity the higher resolutions. This can add some artifacts so adding a smooth afterwards helps as well.

Hi Nick, thank you for the tip on iso-adaptivity. While the rings have not completely gone away, I was able to make it less obvious by setting it to 0.001.