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.

tamagochy

Members
  • Content count

    86
  • Joined

  • Last visited

Community Reputation

10 Good

About tamagochy

  • Rank
    Peon

Personal Information

  • Name Andrii Belskyi
  • Location Prague
  1. Read this. This is base knowledge you need to work. https://drive.google.com/file/d/0B7D36pm7TOBCUk9RaXpDZ3NMbUU/view?usp=drivesdk Its for XSI but its simple.
  2. For me maya see primitive atributes. There are in extra atribute tab.
  3. fem

    You need to use sop solver inside dop to change atribute
  4. Use point cloud look up to create distant atribute on wite water source and mult it by emmit atribute or delet particles...
  5. Make mask around ship and multiply it to emmision rate.
  6. Play with flip. Still cant get nice foam...
  7. Use volume mix to substract it after sim.
  8. If i need that points have gap between?
  9. It would be nice if fem get rigid body for simulations.
  10. Hi, I have a curve with points. I need animation like this: First point start moving and when it reaches of the position of the next point both points start moving and the same with next. I remember that i already saw solution, but i cant find it. Thanks for helping!
  11. I increase substeps and time scale of the dop network to make faster behavior of the dop sim.
  12. It is better to use simple hull model of the ship without tiny edges. It save memory and time of the simulation.
  13. Its depend form what you want. For rever or see surface .2 and below is good. For low scale staff depends of the particles count. It sould be dense.
  14. Pixel problem goes from volume compress node. I change it already but not resim, because it takes a long time.
  15. Finish my flip and ocean r'n'd. It need to work with foam texture on the flip surface but it just a time to tune.