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ParticleSkull last won the day on July 5

ParticleSkull had the most liked content!

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  1. that is freakin' weird. I've download your file and, yeah, it's working perfectly My file, on the other hand, stills the same
  2. the file is attached, just in case Pyro.Detail.v2a.hiplc
  3. Hey guys, I'm trying to put a cloud from sops to use in a Pyro sim. Even though i'm using the same division size in both, the resolution looks very differente. Any tips on how to make it looks as close as possible from sops? Sops: Dops: Thx
  4. Guys, you're freaking awesome Alejandro, it's perfect but it looks a bit complicated for me atm. It's an excellent scene to study and I'll definetelly dissect and recreate it later Paul, thank you very much, that's it and it looks so simple! I'll make some tests right now
  5. Thx @fencer! This mask setup is pretty awesome but it's not exactly what I'm looking for (i'm sure it will be useful in the future though) Hey Alejandro, this id mask looks like what I'm looking for! I'll do some research on it, thank you!
  6. I just realised it was stupid to use 2 Smoke Objects Despite of that, the question remains the same. btw, my main problem is on how to make one emitter dissipate more than the other one. Not sure why I tried it with turbulence in the first place
  7. Hey guys, I think it's easier to explain with this images: Basically, is there a way to apply turbulence to one of the sources only? I'm not even sure if that's the best way of using 2 emitters so any tips will be very valid Thank's multi.pyro.v1a.hiplc
  8. Awesome, Alejandro! Thx guys, it's working perfectly. Now I'll try to do it by myself. Cheers, Alvaro
  9. Thx Sepu, but it's looking a bit weird. Was is looking good at your machine? It looks llike the fragments are no really on top of the points. Maybe the fragment's certer is wrong, do you know hoe to fix it?
  10. Hey guys, Does anyone knows how can I copy these debris into the Pop Simulation points? (Scene file is attached) copy.fragments.to.particles.v1a.hiplc
  11. @anthonymcgrath, I was just wondering where the collision is coming from. @vtrvtr, thx man, the collision visualization is just what was expecting to see
  12. Hey guys, pls help me understand what's going on here: Check it out, on the RBD Packed node I can only use Bullet collisions (there's no other option in there) and it looks like the Pyro solver is using something else, like a volume collision. In this gif the RBD uses Sphere as collision representation and it's working perfectly fine, colliding with the original box shape: the proof: and the options avaliable: bullet.pyro.v1a.hiplc
  13. Hey Ed, that masterclass is outdated. It works for the basics but a lot of things have changed since that version. I would ad a geometry wrangle connected + multisolver to visualize it in DOPs. There's a quick example attached. Cheers, Alvaro fem.attributes.v1b.hiplc
  14. That's pretty freaking simple
  15. Cool, Guerton! I'll give it a try asap