Jump to content

vtrvtr

Members
  • Content count

    125
  • Joined

  • Last visited

  • Days Won

    1

vtrvtr last won the day on January 28

vtrvtr had the most liked content!

Community Reputation

38 Excellent

About vtrvtr

  • Rank
    Initiate

Personal Information

  • Name
    Vitor
  • Location
    Brazil
  1. I had this doubt not long ago and after much search I had to ask SESI. Here's the file they sent me. The method you're looking for is this one. Unfortunately it's not really documented. That aside, it's pretty cool to use 84163.hip
  2. Grass Ripple Deformer

    What exactly would be the movement you're imagining? A bend? If yes, check this thread, f1 does a great job explaining If it's something else, maybe an example would help Also, take a look at hair in 16. Both in a practical way because you can possibly just use hair to do the whole thing, but also if you open the guide process sop, you'll see it's neat organized with various "effects" to warp a curve in vex, including a bend
  3. VDB to "tidy" geo

    Maybe something like this? box_vdb_odf.hipnc
  4. Add detail to fractured geo

    Check this If you search for "edge displacement" you'll find several results, there are several ways of doing this. The above one is just one of them. Also, you could check the new boolean tools that do this kind of thing in a more artistic way
  5. HeightField geometry data driving shader?

    Check the shelf examples. They are good to get a grasp to what SESI thinks it's the best workflow But apparently it seems to be something like this The HF Clip node has another setup for if you want to "promote" a mask using the copy layer and layer nodes
  6. HeightField geometry data driving shader?

    Not sure if this is the recommended way. For some reason I can't seem to import the fields in the /mat/ context. However, if you use the height field convert node, you'll get a polygonal version of your terrain with all the attributes. Once you have that you can simply use a bind to import that attribute and control whatever you want in the /mat/ context
  7. Affecting viscosity using heat field

    Do you have a reason to not want to use external geometry? Seems like a strange request. External geometry makes controlling your effect much easier. It's used all the time But, if do not want to use any type of exterior geometry, the only choice I think you have is alter the particles directly. It's possible, but I don't really see any upside You can do that by directly changing the temperature inside a popvop or a pop wrangle. Also, take a look at the gas temperature update dop, it commonly used in melting setups
  8. Affecting viscosity using heat field

    I put in red what I changed. I tried to not change the values you had. I just the gas blur radius and the viscosity scale just to make effects more obvious sample_heat_field_v2.hipnc
  9. Here's a different take on it. It seems like a nice case to use a custom solver odf_boiliong.hipnc
  10. Bullet, collisions and deforming meshes

    Have you tried the vdb to spheres node/shelf tool? I'm on the fence in terms of performance, but to me seems the collision is straight up better. It largely avoids interpenetrating pieces from the get go, for example
  11. Cloud Detail from Sop do Dop (Pyro)

    I didn't change anything in your file, just imported just the density field, but even with all the fields it doesn't really seem different. Isn't a viewport issue? https://i.imgur.com/ftgGKT7.gifv Here's the file I used to make the gif, in case I changed something without noticing Pyro.Detail.v2a.hiplc
  12. Project mesh onto another mesh

    I saw something like this before here. However, depending on what you want, this is far from a trivial task, you'll have to know what you're doing. It's this thread , the petz post
  13. One way using for loops joinpoints_odf.hipnc
  14. Pyro + RBD Packed, How collision works?

    I don't think pyro collide with bullet objects The collision you're seeing there is from the automatically created volume from the object Go to the smoke object and check the collision visualization, that's the actual collision the pyro is working with. In your file you'll see that it's completely different from the bullet collision I'm not 100% sure where exactly it creates the volume for the collision in this case. I think the rbdsolver defaults to the volume collision in this case? Not sure. But if you try the vanilla bullet solver, the collision doesn't happen at all There's a very convenient node called collision source that automatically creates a collision volume for you
  15. I had this problem before. Unfortunately it's a PITA to debug because the error massage actually doesn't help you at all. It has something to do with a parameter that should be exposed being inside the hda. Basically you're trying to edit something inside an HDA, but you can't if it's locked, when you unlock it, you can edit it, so it works What I did was going node by node and disabling the network backwards until I found the node that had to be promoted. Maybe it's worth sending a e-mail to SESI, they might have a smarter way to figuring this out
×