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jeffymphilip02

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About jeffymphilip02

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  • Name Jeffy
  1. Thank you! The setup I was using is pretty similar to this. I had a placeholder tempCd field which was messing the sourcing up(somehow?).
  2. As far as my knowledge of dops go - yes. Unless, it is not sourcing in the right color. However I have set two colors and for some reason it only seems to source one over the grid.
  3. Heya folks, I've been trying to test out a setup where a volume inherits color from geometry which in turn is used to color smoke simulations. I have a attached a file with my setup - where I'm initializing a tempCd field and then transfering that to a Cd field with gas calculate and then advecting Cd with vel. However, the issue with the sim is the fact that it refuses to initialize multiple colors. I hope somebody can help me figure out how to troubleshoot this issue. Thank you! smoke_color_sim_test.hipnc
  4. You could try animating the active parameter in sops and override in the dop. For example - Use a sphere - an attrib transfer to transfer color - and based on color - set @active to 1 - pass that to dops(there should be an attribute override on the rbd object node).
  5. Hey folks, I've been trying to tackle a smoke element which involves an object being launched at a high speed with a propellant(something like hot steam coming through a nozzle, I guess). The object is a canister of sorts(imagine the propellant to be pressurized gas in the canister) - which tumbles and rotates on its central axis, thus having to orient the 'jet of steam'. It also interacts with the ground as it bounces. Since it has a small exit for the fluid, my emitter should be small. :\ I have tried the following approaches - 1. Small emitter - high velocity - high substeps(16) After a lot of tweaks, the best I could crunch out of this was a trail that didn't have any defined shape of sorts, and could not achieve the 'cone'-ish shape that I was looking for 2. Particle Trail - as custom velocity -as emitter -as force guide Same Problem as above - particles only left a smear with no shape - even with high substeps(32) 3. Modelled Hollow container with exit - placed emitter within - plugged density of emitter to divergence -high substeps(32) Got a more promising result - but at high velocity portion of the animation(especially at assumed 'launch' it would only leave puffs of smoke. Unfortunately, I cannot post any scenes at the moment - will try on recreate the approach and the problems in an example scene. :\ Is there any other solutions that anyone could suggest? Or add up on what I've been trying?