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chrisdunham95

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About chrisdunham95

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  • Website URL http://www.chrisdunham.co.uk

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  • Name Chris
  • Location Nottingham/Hertfordshire
  • Interests VFX

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  1. Im not sure but my point was their is a surface tension attribute in the new h16
  2. this is what i am referring too;
  3. Their are new surface tension control and attributes in H16 within the flip solver itself, how accurate etc it works i dont know but pretty sure it is their
  4. Perhaps you could interlink the viscosity and surface tension using custom attributes - Or have the surface tension directly derive from the viscosity or the opposite way - Will post a file later if i get chance!
  5. Hey guys, i can provide my scene if needed, but my problem is after 2-5frames rendering to disk Mantra literally just stops/freezes rendering. Ive changed my frame ranges, new mantra render nodes, pathed to a diff hard drive which i thought had worked but didnt. Just seems ridicolous, frames that are rendering are coming out exactly as wanted, Just dont understand why its freezing for no reason? heres the scene too; Any help would be great as im trying to do some test renders and at the minute not suceeding due to this issue ocean_v2_t7.hipnc
  6. Hey so i was wondering if your building a shader, for example a rock shader - procedurally using turbulence etc. How do you go about mixing in photo textures/tileable textures - usually i assume they would UV's but i dont have any and would rather not go through that effort if its not required. I have a feeling its possible to mix textures and procedurals after opening up a principled shader and playing around and it seems to use the 's' and 't' co-ordinates but i have no idea where it finds these if anyone could explain or knows of any useful links! Thanks guys
  7. Hey so i was wondering if your building a shader, for example a rock shader - procedurally using turbulence etc. How do you go about mixing in photo textures/tileable textures - usually i assume they would UV's but i dont have any and would rather not go through that effort if its not required. I have a feeling its possible to mix textures and procedurals after opening up a principled shader and playing around and it seems to use the 's' and 't' co-ordinates but i have no idea where it finds these if anyone could explain or knows of any useful links! Thanks guys
  8. I personally meshed the particle sim at very high res with VDB's to polygons - then had a lookdev artist who took my mesh and shaded using Alsurface within Arnold. - Only problem with this is the huge mesh sizes from the vdb to polygons due to resolution needs to keep the small snow particles look, but find it works pretty well. Your volume method makes more sense and is probably more efficient than my method i reckon though
  9. Thankyou hugely for the excellent explanation Atom - the animation is being done by a fellow student and im waiting on a update eventually but thankyou! Going to make those changes and hopefully all should play out well
  10. Bump
  11. If anyone can provide me any help with my glue constraints not deleting/staying after being broken please take a look at my file above
  12. So sadly, that did allow it to update each frame but seemed to be having no affect on the sim at all - so turned it off for now to fix my constraints - which arent deactivating correctly for some reason, so if anyone has any ideas take a look at the file and i will provide the collision dragon too! Destruction_v3_t4.hip dragon_base2.abc
  13. ahhh fantastic thanks alot atom appreciated!:)
  14. Hey guys, working on a destruction peice and wanting to take the velocity from my charachter and put it into my bullet sim - So decided to try and use a sop geometry node to bring in the calculated velocity (from a trail and fluid source) - which is working perfect. But my sop force doesnt update each frame, its static - ive tried changing the expression from $T to $F and other things, not sure if its a limitation or if im doing something wrong? i will attatch a file but will be missing the geo but atleast you guys can see the setup Any help would be great! Thanks Destruction_v3_t2.hip
  15. i usually write out from copy sops with .bgeo - and make sure i press packed primitves in the copy sop as i think that packed prim's are lighter that unpacked due to the 'packing' but yeah im not an expert so could be talking rubbish about the packed prims