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tinyhawkus

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About tinyhawkus

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  • Name Lewie
  • Location Melbourne

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  1. Any time a point moves inside SOPs context it is classed as deformation, just like a character mesh. At OBJ level it's transforming. So Xform samples relates to OBJ motion, including camera motion. Geo samples are for deformation. So if you have SOPs level movement of points but your camera isn't animated, you can leave Xform samples at 1.
  2. DOP's doesn't process top down like SOP's. in SOP's each node is kinda a self contained function. Process the incoming data, spit it out. Whereas in DOP's it's from the bottom up, and is the ingredients to feed into the simulation engine.
  3. Strange though. I don't any PC message at all. You can just save them out by setting up a dummy mantra ROP and running that. The PC write is strange, you'd think there'd be a PC write inside the shader that the Volume light is looking at, but nope. It's doing some sneaky stuff. You can reduce your noise by simply jacking up pixel samples a bit. The PC quality can be dropped to half of what it's currently set at. Maybe I'll make a PC write ROP to make life easier. Sometimes the PC temp from the volume light was crashing my renders on the farm. If you need any more help just sing out dude. Lewie
  4. I've added a file cache to your sim. It's saving to bgeo.sc and loading it in another geo container, as a packed primitive This helps keep your IFD file size down. So it's now working fine loading a bgeo.sc sequence saved from your sim. Cheers Lewie geo_light_point_cloud_issue_with_bgeo_FIXED.hipnc
  5. Use Volume light, not geo light. With point cloud turned on. I've fixed up your scene, and added some AOV's for you to play with. Your fire shader is now outputting a fire and smoke mask. Is this the result you are looking for? Lewie geo_light_point_cloud_issue_FIXED.hipnc
  6. Guys, So I'm getting to the pointy end of my ice cream setup, it's all doing pretty much what it should, but for one aspect. Even with particle separation enabled, it is still compressing when colliding with geometry. Clearly volume preservation is key here, I have a test scene, but thanks to MPAA I can't upload more than 100kb files. Basically the test scene is a FLIP object sitting in a cone, think egg and egg-cup, with a box pushing down directly on top. Now you'd expect the FLIP fluid to move out of the way, but it's not doing it at all. It ends up looking like a boolean of the FLIP, and I get it that the particles can get stuck too close together during the projection stage, but I thought that particle separation would fix that by enforcing an almost SPH force. I've done honey in Realflow before with SPH, and that required an insane amount of sub-stepping to prevent explosions as you'd expect, but that's not an option here. The fluid is very viscous (it is ice cream after all) Is it something stupid I'm missing? Cheers Lewie
  7. This helped me set up a compiling environment in Winblows. http://www.deborahrfowler.com/C++Resources/HDK-HcustomOnWindows.html Lewie
  8. Yep, ran into that issue. Thank you so much for taking the time to test and build me a hip. I'll look at it straight away. If you're ever i Melbourne i'll buy you a beer! Cheers. Lewie
  9. Definitely going to need that test scene. :-(
  10. Thanks heaps Juri! I'm back at work and just going through your notes now. Will post my finding ASAP. If you get time to make a test scene that would be awesome. Cheers. Lewie
  11. Okay, I think I'm following what you're saying. To a point. Could you run me through a bit more in depth? I'm pretty new to this, so a little hand holding is required, but I promise to buy you dinner and take you to a good show! Lewie
  12. Working now. I checked the hip. It works fine for that demo of fluid falling onto a colliding object, but not if the fluid is stationary and the object presses into it. Essentially I have a character that has to land on an ice cream and he pushes a bunch of it around. The system is working as follows. I have a coarse VDB of the character that I pipe into a POPVOP and it reduces the velocity of the FLIP particles to zero, until the characters proximity is within a certain distance. That way the ice cream stays completely still without needing to have insane viscosity values. I have a full res version of the character interacting with newly unlocked FLIP particles, pushing the ice cream out of the way, and transferring viscosity values to create localised melting from the character. This is achieved using a multi solver with the FLIP object plugged in first port and then a SOP solver and the FLIP solver plugged into the other port. The SOP solver has attribute transfer to pass the different viscosity values. I also have some metaballs for localised hero drips. All good so far. But I'm stuck on how to create the sticky aspect of it. Where the character will take some of the FLIP particles with it as it pushes away from the ice cream after having been pushing into it. Would maybe an attraction POP setup where the character is the attracter be the way to go? Running in the particle velocity port of the FLIP solver? I'm fairly new to this, so go easy on me. I've also setup a gradient volume on the points made from the ice cream geometry that the FLIP object is sourcing from. This gives the ice cream a highly viscous core, but the outer level of the ice cream is less viscous. Just like a real one bought on the beach! I know I can cheat (and probably will) and attribute transfer on collision to activate points scattered on the character to sell the idea that he has made contact with the ice cream, but I'd dearly love to be able to have this last piece of the puzzle. Cheers. Lewie
  13. ARGH! sidefx.com isn't loading here in Melbourne.
  14. Hey Dudes, I'm building an ice cream set-up that has a bunch of cool stuff happening, but I'm stumped on one thing. Here's the example: A simple FLIP tank with really viscous fluid, a sphere moving down into the fluid and then back up out of it with the fluid sticking to the sphere. Think dipping your finger into honey. I've looked at some sticky fluid set-ups on odforce that involve a fluid being emitted onto an object but nothing so far is working on the simple scene I've described. Help! Lewie