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About polvy

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  • Name pol
  1. Totally agree, i first started following Entagma's propagation PC lesson and ended in a mix of some techniques together. Thanks and congratulations for your last project with fluids, I spended half morning gazing it... awesome. I hope to work with you someday https://www.linkedin.com/in/pol-villĂ -31a476110/
  2. Hi there! I tried to recreate the melting of a squid by a heat. I use PC propagation, and sourcing Cd for the smoke. Any feedback will be highly apreciated. https://www.linkedin.com/in/pol-villĂ -31a476110/ finalRender_AE.mov
  3. Wow! Solved! But i'm wondering how "animStore" expression keeps and transfers moving points to shattered geometry so efficiently. I've never seen anything like this before, very clever.
  4. I tried already, fixes the problem but not 100% accurate.
  5. I'll try it, thanks!
  6. I was afraid that the solution was this because I find it terribly slow,I suppose I'll have to send fractured geometry to Maya, re-animate and save the Alembic again with the animation of the shattered character...(sorry for bad english). Thank you so much anyway
  7. Hi there! I'm afraid I forgot something simple here, because there is no way I can transfer shatter to a moving object (in this case a walking biped ). I know that best way is to shatter before apply movement but in this case I'm working on an Alembic file so there is no option here. I attach a simplified version of my problem, hope you guys can solve it, thanks! dynamicShatterTransfer.hip
  8. Glad you like it, thank you. I'll do it.
  9. Thank you, I appreciate your comments and I think you're right on this point. If I ever have time to rebuild this project I'll do the camera change.
  10. Hi! Just want to share my last work, a magic reconstruction of a world globe. It contains DOP sop solver, smoke by color, advection by smoke and fog, basically. Hope you like it. Pol https://vimeo.com/207149300 Job searching as vfx generalist. https://vimeo.com/polvilla particles.mov
  11. Ok i found the solution, i was trying to unwrap after the cache simulation. I resimulate again and applied the unwrap before and no problem this time. So I asume that it has to be done always before saving cache files.. Thanks!
  12. You're right, i'm sorry that's not exactly my problem, I just made a scene more reliable. UV_Problem.hiplc
  13. Hi! I don't know how to solve a simple UV problem, I created a basic file where i can recreate my case. I just want to get UV's sticked to the geometry, even if there is a rotation or gets partialy deleted. I tried using Vertex Sop for MAP matching, but no results. Can you help me? Thanks! UV_Problem.hiplc