Jump to content

CliveLlewellyn

Members
  • Content count

    19
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

3 Neutral

About CliveLlewellyn

  • Rank
    Peon

Personal Information

  • Name
    Clive Llewellyn
  • Location
    England
  1. Advice needed for pyro sim

    Hi Guys, I am currently working on a shot where I need to simulate an object falling slowly through deep water whilst bleeding (The more blood the better). Initially I began with a pretty simple setup, An emissive object, a collision object and a divergence volume which is being used for expansion. The problem I am running into is that I need the smoke to continually expand, whilst becoming more diffused and transparent, but to always remain in the sim. So I have disabled dissipation as I don't want to lose density, but this leaves me with a dense volume which isn't transparent or diffused. I would like the density that is in the sim to have an aged based blurring. I did try to achieve this with a gas dissipate and heat field but this still wasn't right. I have also spent time trying to tweak the pyro shader to achieve the desired effect but I am not having much luck. Below is an example of the look I am trying to achieve. Between 0:21 and 0:34 Any advice will be greatly appreciated. Many thanks, Clive Blood_in_water_odforce.hip
  2. Blood in water

    Hi Guys, I am struggling to achieve a believable blood in water effect. I was hoping someone could give me some tips or advise to help steer me in the right direction. Currently I am using a pretty simple pyro setup and sourcing a custom vel field, in an attempt to simulate underwater turbulence. I am also wondering if I may be approaching the problem in the wrong way and if there is a better solution. I've attached a scene file incase this helps. I have posted an example below of the look I am trying to achieve. Between 0:21 and 0:25. Essentially the blood flowing from the chunder and dispersing. Many thanks, Clive Blood_in_water.hip
  3. POP EMIT FEM

    Hey Guys, Thanks for this I will take a look. I did end up finding a solution to my problem but without the need for POPs. I ended up using a single expression with a modulo function within the creation frame parameter to source my object on specific frames. Here is the the expression I used, if anyone is interested. if($F%20==0,$F,-1) This worked pretty nicely but I am still interested in using POPs as an emitter source to birth the instanced FEM object. I am going to explore this further when I have the time. If I figure this out I will post a Hip file here. Thanks, Clive
  4. POP EMIT FEM

    Hey Guys, I am trying to get POPs to emit a finite element. I have a simple setup where I am birthing a particle every 50 frames and having this fed into DOPs where the finite element solver takes over. The problem is I cant seem to source more then 1 instance of the object into Dops. I have attached a scene file I hope someone can help. Thanks, Clive Balls_Test_Fem.hipnc
  5. Growing lines between points to form a wireframe

    Thank you for taking your time to go through this with me Matt it's really appreciated. You're a legend Sir!
  6. Growing lines between points to form a wireframe

    This is exactly what I was trying to achieve thank you! I just went through your setup and it makes perfect sense, I think I was really overcomplicating things a bit. Thanks again Matt :
  7. Hello Guys, I am wondering if anyone can help me get my head around a little problem. I have a subdivided mesh being generated with a for each loop, similar to the Entagma setup, with an ends sop set to unroll. I would like to select a point on said mesh then have each point draw a line to its subsequent neighbour, repeating this processes until the whole mesh is formed...creating a kind of growth effect. I would also like to add some randomness to the speed of the connection on a per point basis. Now I have tried to achieve this a few different ways but I just can't seem to pull this off. Any help will be greatly appreciated. Thanks, Clive Growing_lines_between_points.hipnc
  8. Smooth connection of connect adjacent pieces

    Thanks for both these tips guys!
  9. Hi Guys, Does anyone know how to slow down the point connections of a the connect adjacent pieces. I have a simple infection system but the growth of the per point connection is very sudden and doesn't seem fluid. Thanks, Clive
  10. Hi Atom, Uncheck "Visualize Isosurface"
  11. Voronoi Fracture Into Pyramid Pieces of Equal Size.

    Hi Adam, I still can't quite seem to crack this. If you could perhaps share a simple scene file that would be greatly appreciated! All the best, Clive
  12. Voronoi Fracture Into Pyramid Pieces of Equal Size.

    Thank you, this is an interesting approach
  13. Voronoi Fracture Into Pyramid Pieces of Equal Size.

    Hey, thank you so much this helped a lot. Cheers Adam
  14. Voronoi Fracture Into Pyramid Pieces of Equal Size.

    Hi, Sorry I am not sure if my question was clear enough. I am trying to achieve something like this. Any ideas?
×