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  1. Any chance to have a sample file to give it a try?
  2. Controlled FLIP tornado (whirlpool)

    This one have a vop that allow you to change the shape of the whirlpool using a ramp armFX_experinemtal2.hipnc
  3. Controlled FLIP tornado (whirlpool)

    what about a more procedural approach like this, I am not saying that it couldn't be done using particles, but this seems like the kind of things I would approach splitting the effect in different parts, one would be the waterfall, and the other one would be the wrilpool, and then at the end I would mix everything with secondary particles, spray and stuff like that. armFX_experinemtal2.hipnc
  4. Calculating / matching orientation

    I just tried another approach building the transformation matrix itself, the transform contains the transformation values of the set of points B pc_match_001.hip
  5. This is probably more like that. pointsOnPrimitiveGroups.hip
  6. No I misunderstood the question, I am gonna prepare something else. Sorry about that.
  7. Is it something like this?, I am doing it inside a for each, maybe is not what you are looking for, but have a look. pointsOnPrimitiveGroups.hip
  8. point color on a changing mesh

    You could paint colors in the geometry that you get from dops before the vdb process, and then attribute transfer the colors from that mesh into your vdb mesh.
  9. Crawling insects coustom solver issue

    Hi, check if this help. Although I would think to add some noise to the motion too, I moved everything related to the motion to the same solver test_v01.hiplc
  10. Ship Kelvin Wake

    Hi Sergey, pretty cool job, did you use any paper to get the formulas or did you figure it out? in case you use any paper, would you mind to share them to check them out? Thanks very much.
  11. velocity fields for grains

    you should be able to create your vectors in sops, and then in the pop network you can bring those vectors inside a popvop, and play with that, maybe this helps grainsV.hip
  12. Man, I am very sorry but I have to say that those bipeds... have absolutely no idea about how to dance salsa properly.
  13. whitewater setup on deformed wave

    I did again something quick in my part of the setup, nothing fancy but is to give you an idea, I didnt did this in your part of the setup because I dont think with your current setup would be posible to create nice motion on the particles, unless you sculpt some forces, because basically you dont have a nice initial velocity for your points. regarding the floating particles, I am using an intersect, for sure a VDB would be faster, but in the office I have limited access to H16 so I had to do something very rough and quickly to give you an idea. It got lots of errors, but maybe serve as an starting point. WaveDeformerTestQuickMask_edit2.hip
  14. whitewater setup on deformed wave

    you could use a vdb and them move the points using the gradient of the vdb, or you could use your mesh and then use a ray vop to keep the points in the surface, but with a static mesh I won't expect the points to have a very cool motion though.
  15. whitewater setup on deformed wave

    I setup an example of how you probably could create a mask, is something I did very quickly so of course is not something you can actually use, but maybe it help you thinking about a way to create your setup, after the emittion, most of your job will be in pops, finding a way of making the particles "float" on the surface of your geo, is not that hard though. Maybe on the weekend with time I can prepare something. WaveDeformerTestQuickMask.hip