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chrisdunham95

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About chrisdunham95

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    Peon

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

Personal Information

  • Name Chris
  • Location Nottingham/Hertfordshire
  • Interests VFX

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660 profile views
  1. 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
  2. Which node are you particularly on about? ive found VDB advect points, VDB points group and Convert VDB points - i use VDB with points when using a particle sim as pyro for wispy looks or for foam/whitewater in FLIP sims
  3. I did manage to fix it - thankyou Vitor i will take a look!
  4. That makes no difference, still doesnt render and resize bounds dont change :/ - The rendering is the big problem too i dont have a clue why it doesnt render
  5. Hello, I have a pyro sim which once again has broken for no apparent reason i just opened it back up and now i get nothing in the render - dont have a clue why and my resize bounding box isnt working as it should either - but if i add vel to it it does work better - any help would be great as id rather not rebuild my setup X_x RocketLaunch_v13_t1.hip
  6. Usually i think theirs a group also defaulty made of the collision geo - i often use the delete sop if i accidentally cached it with my sim - then put in the group @collision=geo or something along those lines - if you click the small drop down menu it should give you the group i think
  7. +1 to the above comment and personally I find the More particles the better, as soon as you get into the millions and using a very small pscale you get nice wisps and looks but render time is pretty long sometimes - Sim wise i often using pop forces and drag or vop pop's to create cool particle stuff - Looking cool so far too!:)
  8. Ahhhhh fantastic, Thanks Jeff will try this!
  9. Hey guys, trying to use the wedge rop to create multiple pyro wedges to then drive particles - i thought my setup was correct and cant find an error myself but all the wedges look identical, provided my file so have a look and would be great if anyone had any ideas Thanks as always Chris Ink_Water_v2_t1_introducewedge.hip
  10. Yeah this is what im currently doing - very close to cam at times but defocus will be used thanks tho guys
  11. Yeah im using proxy volumes for the collision other than what is being dropped - thats being dropped as rbd pack prim's as seems most efficient way at the moment, just wish i could workout a lighter way
  12. anyone got any suggestions? - would share my hip file but its abit mental and cant share the geo with it -
  13. Hey guys, working on creating some procedural sawdust for a student short - so far im kind of happy with what im getting but my method is quite heavy which means takes upto a day to sim it all out and still cant get it looking perfectly - I take 5 peices of geo scatter it randomly with copy sop - then dynamically drop it onto the enviro (using packed primatives) - Take that geo - use as collision - drop another layer of copied sawdust ontop again using RBD packed object - i then create a final layer of sawdust and drop that onto the terrain and previous layers - As ive said this method is very heavy as i need as much geo as possible to get the 'sawdust' look - - My main question is - is their away to dynamically drop 1,000,000 cubes onto enviro geo then take the cubes and copy my sawdust geo onto that? - The main reason for the dynamic drop is to get the placement to look natural / no intersections etc. Any thoughts or ideas on anyone elses approach or a technique i could add to what i have to create more control? - i had thought about creating a attribute which drove the orientation of the peices but even then id get intersections which other sawdust geo aswell as the environment
  14. Have you tried the new drip tools in h16? shelf tools > particle fluids > drip particle fluid - only breifly played with it but looks asif it has potential for this kind of thing
  15. yeah easy mistake to make i have done it myself with other shelf tools