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About kishenpj

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  • Birthday 05/21/1994

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  • Website URL www.kishenfx.com

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  • Name Kishen PJ
  • Location Montreal

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  1. Switching off the centre of mass for packed objects appears to solve the problem. But i'm not sure how much it affects when it comes to complex simulations.
  2. https://youtu.be/7bRr38S59i4 https://youtu.be/w2X6-LzITr8 This 2 tutorials might help you. Cheers!
  3. Particle attribute changes of any kind goes into second input. In your case of lava velocity, temperature, viscosity. Volume based changes (vdb collisions) in your case of bubbles goes to third input. The fourth input, i only use for sourcing but nothing else and this setup works for me very well. Take a look at the link, works pretty good for lava as well and ofcourse ben watts lava tutorial. Cheers! https://youtu.be/yZ70SR9xHUE
  4. Display settings (press D, while on the viewport) > Effects > Turn on HDR Rendering. Cheers!
  5. Render tab > Geometry. You should be assigning the delay load shader to procedural shader, not the material. Cheers!
  6. Try attribute transfer instead of attribute copy. Attribute copy match by id also gives different but interesting result. Hope that's what you are looking for. Cheers!
  7. POP collision detect might help. Cheers! pop_collision.hipnc
  8. Probably because you are using H15? I've attached H15 file. chains_2_H15.hipnc
  9. Here's a simpler method using copy sop. chains_2.hipnc
  10. One of many ways to do it is to draw your desired chain with curves > sweep with circle > skin. Check out the hip file. Cheers! chain_test.hipnc
  11. You can't delete those unless you make it a digital asset. In that case it will be adjusted automatically based on number of inputs/outputs you use or you do it manually in type properties. Cheers!
  12. Works fine for me. You might wana reset the simulation perhaps? test.hipnc
  13. For the time being ya. For my shading personal projects i bring the desired patterns using cops just to visualize. Once happy, i copy everything i did in cop vops to shops material builder.
  14. A quick and simple work around is to do all the vop stuff in cops and project it on the object using (op:/cops path) in UV quick shade. You might have to slide the view port window for the texture to update .I've attached a test file. Cheers! coptex_H16.hipnc