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PalTopin

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About PalTopin

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    Peon
  • Birthday 12/28/1990

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  • Website URL
    http://jason-leandro.squarespace.com/

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  • Name
    Jason Leandro
  • Location
    Costa Rica

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  1. White water issue

    I'm adding white water to a sim and the whitewater is dying by chonks not randomly based in the life expectancy. Any idea of why this is happening or how to fix it? Thanks to all!
  2. Forming object

    Yes I solve it like that, but I was trying to do the same but without reversing the motion, just because I like to go further xD
  3. Forming object

    Does anyone has an idea of how to do something like this but at the inverse? https://www.youtube.com/watch?v=zrhXB653wKg Any idea would be awesome!
  4. Custom Normal Rotation

    I have a popnet creating some particles with the POP spin, to have a random rotation in each particle, also Im copying a tube in each particle, the tube rotates as it supposed to, but when they hit the ground, the tubes stays with a random rotation as well instead of pointing Y. I'm thinking that if I use the normals instead of the POP spin I could blend between the N0 and N1 when the particle hit the ground, using the hit info from the POPnet, but truthfully I don't know how to achieve this .-. I'm using POPs and copy the tubes/coins to the particles because the particles born magicaly from the floor after a character hit the floor with his cane. If anyone could help me or have any idea I would appreciate it!!!
  5. I have a popnet creating some particles with the POP spin, to have a random rotation in each particle, also Im copying a tube in each particle, the tube rotates as it supposed to, but when they hit the ground, the tubes stays with a random rotation as well instead of pointing Y. I'm thinking that if I use the normals instead of the POP spin I could blend between the N0 and N1 when the particle hit the ground, using the hit info from the POPnet, but truthfully I don't know how to achieve this .-. I'm using POPs and copy the tubes/coins to the particles because the particles born magicaly from the floor after a character hit the floor with his cane. If anyone could help me or have any idea I would appreciate it!!!
  6. You could try check the mask options and mask the velocity, also in the flattening you could use circle shape for the fall off between the motion and the extended mesh. Also you may need to make the flat tank bigger, so you can have a nice looking fall off.
  7. I think those extended lines come from the "flattening" option in the Particle surface fluid SOP.
  8. Squashy effect

    Of course I saw all the threat! And yeah, grouping the area that we want the effect is the best way to do it.
  9. Squashy effect

    So what I did was this: I did the inverse of it! This solution was working but it was giving me some unstable results on the rest of the geometry, so based in the group of points that I had, I just did a group promote to have it as prims istead of points and that fixed everything!!
  10. Squashy effect

    So what I did was this: Thanks to the AWESOME Noobini, based in his "CheapAssCollisionDeform" I did the inverse of it! This solution was working but it was giving me some unstable results on the rest of the geometry, so based in the group of points that I had, I just did a group promote to have it as prims istead of points and that fixed everything!!
  11. VEXpression Presets

    DUDE YOU'RE AWESOME!!!
  12. Squashy effect

    Yes something like that!! Will take a look at the thread! Thanks!
  13. Squashy effect

    Hi node guys! I have a question that i breaking my non-programing head. I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way. I'm not using FEM because it didnt work in this case, actually dont know why. Thanks for any help or idea you can give me Jason.
  14. Squashy effect

    Hi node guys! I have a question that i breaking my non-programing head. I have this points selected based in the bounding object, I would like to push them out and make it look like is Squashing against any object in his way. I'm not using FEM because it didnt work in this case, actually dont know why. Thanks for any help or idea you can give me Jason.
  15. Particle rotate based in friction

    Joao, Jason here, thanks for your reply. At the beginning I was trying to solve this issue with POPs, but at the end I used packed objs to have the rotation and some color based groups to have the active points and make the packed objs move, based in this active points also added some dust to the scene. This was used a lot of times so HDAs to the rescue! Can't post the final scene or anything right know, but when I'm able to, I'll post it!!
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