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ciliath

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About ciliath

  • Rank
    Peon
  • Birthday 11/01/1991

Personal Information

  • Name
    felix
  • Location
    London - Double Negative
  • Interests
    Climbing, cooking

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  1. I think the entagma guys did something similar, though wires with grains. Maybe have a watch, enjoy looking at code, else yeah, a sop solver with your wire solver would do the trick You hook your wire object into a the first input of a multisolver, and your wire solver into the second input, then you put a dop solver also into the second input. The dop solver will read in the geometry you are handling, and you can at that point create the extra wires just as you would in sop context. Give it a try, see how It goes
  2. Though the SSS in my scene looks much more noisy and kinda blue, It does appear in both cases and on the same spots as in your example. Im at work so cant post my result, ill give it another try once im home.
  3. Hi dominik, I tried rendering your file and It seems to be working the same, whether I render directly or from file :/ I get some light SSS on some of the spheres of each berry
  4. sweeet, gonna have to break my piggy bank now
  5. Wicked, I'll be looking forward to It x) Gott nytt år och god fortsättning
  6. Congratulations on finishing your series!! Any hope of getting a bundle? :>
  7. Sweet, keep up the good work Yeah, a bundle would be awesome!!
  8. Cool!! How many parts are there gonna be if I may ask?
  9. When you think you'll be fine with 8gb of ram.
  10. I believe It means that you have typed a python expression in It
  11. @logix1390 You have to put down an attribute promote, primitive to detail, with promotion method sum to get the real volume. If I understand the help file correctly, the ˝volume˝ of each primitive is calculated based on the pyramid It forms between the face of your primitive to the point defined by the ˝center˝ value you give It. So adding the volume of all these pyramids together will give you the real volume of the object. @konstatin_magnus A grid has no volume, I'm not sure what you are really trying to prove?
  12. Inside a *attribute vop* create a new attribute from your color called scale, and use a fit range to make white = 0.1 and black = 0 (on your original sphere). There are several attributes the copy sop looks for when doing the copying, scale is one of them - you can find a list of them in It's help file.
  13. on the smoke object tick *add rest field* in the initial tab; and on the solver go into advanced --> rest field --> and enable Rest now try importing rest and rest2 (dual rest fields)
  14. Hi Nelson, The amplitude of the Curl is proportional to the gradient of the vector field It is fed (which by default is a perlin noise vector field). The gradient is the derivative of a 3d vector, so in other words the rate of change. If the rate of change is high, you will get high values on the curl. So when your input is a high frequency noise, the noise feature gets very small and very varied, which results in vectors flying all around the place. Hence, a high rate of change. A nice pdf on how It's calculated can be found here http://platforma-kooperativa.org/media/uploads/curl_noise_slides.pdf I hope I was of help, ask if anything doesn't make sense
  15. That looks really cool, nice weight on the strings; but maybe the amount of spiral strings is too dense? That is at least what I can think of when looking at some reference photos. A render of this would also be awesome to see! Could you share a bit of your thought process on this? Maybe shed some light on the algorithm you're using? It'd be fun to know