Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.


  • Content count

  • Joined

  • Last visited

Community Reputation

7 Neutral

About kishenpj

  • Rank
  • Birthday 05/21/1994

Contact Methods

  • Website URL www.kishenfx.com

Personal Information

  • Name Kishen PJ
  • Location Montreal

Recent Profile Visitors

338 profile views
  1. https://youtu.be/7bRr38S59i4 https://youtu.be/w2X6-LzITr8 This 2 tutorials might help you. Cheers!
  2. 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
  3. Display settings (press D, while on the viewport) > Effects > Turn on HDR Rendering. Cheers!
  4. Render tab > Geometry. You should be assigning the delay load shader to procedural shader, not the material. Cheers!
  5. 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!
  6. POP collision detect might help. Cheers! pop_collision.hipnc
  7. Probably because you are using H15? I've attached H15 file. chains_2_H15.hipnc
  8. Here's a simpler method using copy sop. chains_2.hipnc
  9. 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
  10. 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!
  11. Works fine for me. You might wana reset the simulation perhaps? test.hipnc
  12. 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.
  13. 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
  14. In my opinion, scaling source volume does reduce the fuel amount but the difference is not huge as you are still feeding the same temperature for the fuel that it's using. So reduce the temperature value as well, and for some nice flame patterns you might wanna play with temperature intensity ramp in the pyro shader. Cheers!
  15. fireballs

    Thanks for the test file jeff. My substeps are currently at 5 actually, as the geo has high velocity like you said. My results are similar to yours. But i'm thinking of a way to make the flames, which is in front of the fireball have good trails like the ones at its back (not too much) without having to slow down the geo. Still doing some tests...