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leo grabau

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About leo grabau

  • Rank
    Peon

Personal Information

  • Name
    Leonardo
  • Location
    Montreal
  • Interests
    FX TD at Atomic Fiction

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  1. Loop Particles for Geo Instances

    Thanks a lot, definitively this is the think, now I am arranging some conditions due that speed is driven by Pyro sim to make wind turbulence but your formula is accurate.
  2. Loop Particles for Geo Instances

    Issue is that using POPs the Loop Tool Has issues blend properly the Position also because need to be driven by custom fields to get turbulent wind and make them repositioned from starting position
  3. Loop Particles for Geo Instances

    Well I am not forced to do it in DOPs or sim but certainly, need to Loop and point count must to de the same, DOPs because we are going to see impacts through a window
  4. Loop Particles for Geo Instances

    Hi everyone Wonder in knowing, I am trying to get a kind of loop particles systems, means that when they collide with an object, will recover back their original position and re-simulate creating a loop. Main constraint here is that ptnum must to be constant, cannot die. After this it would allow to set different conditions as reboot when leaves frustrum or after a certain initial age, etc. My only issue is that I arrive at update (in the wrong way for being honest) the velocities to re-do the sim cycle, just that goes in the worng direction, exist a way to make them restart with their initial velocities, attached a HIP file of example. Thanks LoopParticlesTEST.hip
  5. VEX SOP and local variables

    One way that I found how to get that is 1. Create a box oriented to your input geo 2. To create an attribute called BBX which their value is $BBX (or the axis of your choice) then in Attri VOP use a bind and call this last attribute 3. Use a multiply between "Cd" and "BBX", add a ramp to remap the color information 4. Voila, even if your geometry moves the ramp follows it, very usefulll to grade emitters or points or whatever you need. Hope it help you out. Regards!
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