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Showing most liked content on 04/05/2017 in all areas

  1. 8 likes
    Hello Everyone, This training is an update to the Tea and Cookies training. The training covers fairly similar topics such as modeling, shading, lighting and rendering. The primary difference is that instead of Mantra the training focuses on using the third party render engines namely, Redshift, Octane and Arnold. The modeling part of the training covers a variety of techniques ranging from basic poly modeling, VDB, fluid simulations and even POP grains to build the scene. This shading and lighting part primarily focuses is on building all the various shaders required for the scene using a variety of procedural textures and bitmaps. The training will also cover SSS, displacement and building fluid shaders using absorption. We will also build relatively detailed metal and plastic shaders. Trailer for further details kindly click on the link given below http://www.rohandalvi.net/dessert/
  2. 8 likes
    I made some renders using the constraints on impacts setup I made. The sims are pretty crappy, but the basics of the system seems to work solidly enough. It would just be a matter of tweaking all the settings to get a smoother result. Each pair of RBDs gets no more than 1 constraint. I think it might work better if I allowed a few more, as the RBDs can spin around on this constraint, which looks a bit unstable. I posted the hip files for this over here: http://richardlord.tumblr.com/post/159194692191/crappy-sims-of-a-system-that-builds-constraints-at
  3. 5 likes
  4. 4 likes
    attached is one way how you can do this ... hth. petz resample1.hiplc
  5. 3 likes
  6. 3 likes
    what if you simply calculate the circumference and divide it by the number of polywire´s division? resample2.hiplc
  7. 3 likes
    You don't need FLIP at all. All you need is a simple setup to move a point along the surface flow which can be calculated with the SDF gradient and some cross products to get your up and right directions. Then you can add some randomness by rotating around the gradient direction and add a trail sop to get the streak. Assign pscale based off of ptnum/numpt and VDB from particles the result with an SDF smooth and voila. I was able to get this result in a couple hours and while it needs tweaking it should get you started. drips.001.hipnc
  8. 2 likes
    Bah, had to fix it. rainbow_torus_loop.hipnc
  9. 2 likes
    Yes! You can use the voronoi fracture node. After you are done fracturing with voronoi, drop down the connectivity sop and rename class to "fracturepart" on prims. Done! Make sure you still use the solid embed node to convert everything to tetras. Solid fracture is based on a random seed value based on the point position noise which isn't very controllable, as you mentioned. -bf
  10. 2 likes
    No need for loops and stuff. Take one VDB and put it in the first input, merge all the others and put it in the second input. On the VDB Combine choose "Flatten All B into A" and choose the appropriate operation, like SDF Union for sdfs.
  11. 2 likes
    Hmm..I don't really dig the Copy before fracture. This means all plates in one stack will always have the same fracture pattern. But moving on. What you can do is simply animate the glue strength. Keep the strength high until the plates are in free fall then animate it to a lower value over one frame. This way when they hit the floor/ground the glue bonds will break on impact. When ever you animate a value that has one of those Default dropdowns next to it you must remember to change it's setting to Set Always. This way the value will be considered on every frame change and not just at the start of the simulation. ap_PlateSimulationTest001.hipnc
  12. 2 likes
    Create stretched noise based on UV coordinates to displace the surface (either shader or geometry based). A ramp node after the noise can help to further define the gills. Play around with different types of noise, too. gills.hipnc
  13. 1 like
    eh...it rotates in the wrong direction
  14. 1 like
    Inside the AutoDopNetwork there is a Static Object node. On that node enable Use Object Transform. That will cause the collider to grab any animation that is happening one level up and relay it to the solver. Also check Invert Sign. When a fluid is inside a container, the sign must be inverted. A divergence field is added to help pressurize the volume. ap_ZeroG_test.hiplc
  15. 1 like
    Here is my re-work of your scene. I think it would be ok to scale up by 10, conduct the sim then scale down by 10 before outputting your final .bgeo.sc sequence. I basically started with one tire and prepared the white points without a FOREACH. Once I have the white points I delete the rest of the tire and add a polyextrude to create a thick patch. This tire patch is what gets fed into the fluid source, not the entire tire. I know it is not exactly the same but maybe it can help you out. You can still play with the wind tunnel, buoyancy as well as add curl noise to the velocity field. ap_OdForce_fluidSource_v01.hiplc
  16. 1 like
    Download https://github.com/qLab/qLib Subnet has a preset that does rolling debris It's not that I don't want to explain it, but it's not super trivial This might be an old method, the basic idea is to use the cross product of the velocity and someone other axis to create a proper axis system to rotate around. It's a very common technique in computer graphics even outside this particular effect
  17. 1 like
    Hey Brickouz, there's a "Fractured Solid Object" button on the shelf tool, it should work work on a single click
  18. 1 like
    Mmm, here's another way to advect points which is probably the fastest, tested it on a shot with around 20million points for 750 frames. But, that's not in dops... although there may be a way of doing it in a sop solver advect_ok (1).hipnc
  19. 1 like
    Hi Manu, Hope you're fine since last year I started to work with an advection system really simple a few weeks ago. Take a look at it and tell me what you think! Cheers advection_method_02.hip