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EuniceC

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About EuniceC

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    Eunice
  1. Looping Fluid Simulation

    Hi I made a water tornado, the movement is just like a tornado, rising from ground but I used flip particles and the pop axis force to generate the orbit and lift force. After a certain frame, I would like to let the simulation loop but without increasing the height of the water pillar. Basically, the pillar stops rising but the flip particles still behaves dynamically. Is this possible? How would I go about doing this? Thanks
  2. Particle Fluid Surface Mesh Flickering

    I tried resimming many times but still the same. I'll try it again and this time I'll delete all the previous files too. When I flip book the frame with particles, they look fine though, it's just when I convert them to mesh. I didn't time stretch anything. This only happens when I use surface VDB option. It's fine when I use Surface Polygon Soup. Problem is it doesn't look nice if I smooth it out. I wanted that look exactly produced by the surface VDB option.
  3. Hi, I generated a bunch of fluid particles on a wave and I used the particle fluid surface node to generate the necessary mesh to be rendered. However, on some frames, about 90% of the mesh disappears. This is pretty frustrating, Can anyone advice me on what's the underlying issue that makes the mesh flicker that way? and how to go about fixing this issue? I've attached the mov file that shows the issue I'm having right now Thanks mesh_flicker.mov
  4. pop gravity node

    The only way I can see this working is that I use pop wrangle and group them by velocity. so something along the lines like if (@v > 0), activate gravity. There's no gravity expression in VEX, I'm not entirely sure how to go about giving it a force. This is my file here. flipCollide.hip
  5. pop gravity node

    Hi, I made a deformed wave and I turned a patch of it into flip object. I wanted the patch of flip to move with the deformed wave mesh, so I bypassed the gravity node. I then have a geometry colliding the patch of flip particles but the problem I have now is that, because I already made it zero gravity on the patch, the sprays formed from the collision is now floating in air. I wanted the spray and foam to be influenced by gravity so they fall back to the ground but at the same time I want my patch of flip to move along the deformed wave mesh. Does anyone have any suggestions on how to achieve this? Thanks
  6. mist on wave problem

    Hi I have a problem with mist generation on my wave. I used a vdb and made it a flip object and then generate mist from there. It looks very weird and there is some problem with my mistsource node. Can anyone please look at the hip file attached and give me some advice on this?? WaveDeformer2.hip
  7. Ocean mesh flickering problem

    Hi, Here is my WIP for a deformed wave. I need some feedback on this. The ocean surface is flickering quite a bit, what's causing this problem and how should i go about fixing? Is this a shading problem or something else entirely? Thanks
  8. Deformed wave WIP

    Hi, Here is my WIP for a deformed wave. I need some feedback on this. The ocean surface is jittering quite a bit, what's causing this problem and how should i go about fixing? Here's the video:
  9. Hi, I am currently creating a wave deformer. It is a mesh and I was using the delete node to manually delete the extra surfaces of the mesh. (for example if I only want the curved part of the wave but I need the grid to be long in the first place to generate it) However, my point trails became weird and this is affecting the result when I use the intersect VOP. I suspect that the problem lies in having some deleted points in lines like in the mesh.png image. Is there a way to make sure you can select the straight lines? As you can see in the attached images, my point trails extrude all the way out of the mesh. How can I fix this problem? Thanks
  10. Creating waves with vertical lines

    Yes that is exactly what I meant! Thanks a lot!!
  11. whitewater setup on deformed wave

    This is amazing! Sorry for the late reply. I have been working on the wave scene and have finally achieved a desirable look. Special thanks to @moneitor for your help!
  12. Creating waves with vertical lines

    Thanks for the suggestion but I've already tried that. I rotated my wind direction to 90 degrees, I get the vertical lines. The directional bias and directional movement just makes it move more in the wind direction. In the image above, even though the waves have those vertical lines, the water particles are still moving forward to create the breaking wave. That's the effect I want to create, without converting my whole mesh into flip as that would make the simulation too heavy to be computed. In your example hip file, the waves have the lines but it's moving in the wrong direction. it's basically what I want to fix.
  13. Creating waves with vertical lines

    Hi, I have a question about the ocean spectrum node. I have created a deformed wave using a grid with ocean spectrum and ocean evaluate node. I can change the ocean spectrum wind direction setting to achieve the kind of look I want, which is to have the vertical lines on the ocean surface, something like the image below. But if I only do that, the waves direction is still wrong, they are moving sideways. Is there a way where I can create this effect with chops moving in the right direction? I thought perhaps I should create another ocean spectrum and put it on top of the first ocean spectrum. This is pretty urgent, does anyone have any suggestions? Thanks!
  14. whitewater setup on deformed wave

    I tried something using vdb and getting the cross product of velocity vector and gradient. I then used Ray SOP for the whitewater emitter. I used "OUT_EMITTER" from oceansurface node as my whitewater emitter. I still couldn't get the effect of whitewater where it moves more randomly but at the same time follows the movement of the mesh. At the moment all they do is fall downwards. I tried various methods but it's still doing the same thing. For my flip, I used "OUT_VDB" for my flipfluidobject. I want to achieve something like the one in the reference picture, or at least something similar. WaveDeformerTestQuickMask_edit2.hip
  15. whitewater setup on deformed wave

    Actually, the waves are still and I was thinking of generating the whitewater particles through the movement of the cusps. Clearly that was not enough and it probably wouldn't work. I have animated the wave to fit what I want and modified my wave accordingly to achieve the curvature scatter points. Now it's emitting particles, I just have to make the points float. I'm think to make the particles float, I have to create a surface VDB on the mesh and connect to the pop network? Here is the updated file WaveDeformerTestQuickMask_edit2.hip
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