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  1. Smoke attracted in a sphere

    Thanks alot! Opening the scene to give a look!
  2. Smoke attracted in a sphere

    Hi everybody, i'm tryng to acheive an effect where a volume dissolves in smoke and than the smoke is attracted in a sphere, possibly colliding with it...i'm at a good point, i have the volume dissolving and tested two methods for the attraction, but is not exactly as good as it should be. Method one is to create a field force with the sphere and give it negative value, this is good, but no collisions and also no control over the final shape. Method two is simply using the attract fluid, but in this case i can't shape the smoke around the sphere, only make the smoke move in the sphere direction, like an aim. There is any solution wich can give some control over the final shape and the attraction speed? Thanks alot Carlo
  3. Fire stripe on sea

    You are a king! Thanks alot!
  4. Fire stripe on sea

    Hi everybody, i need a little hint on how set up a fire simulation.I have to create a fire stripe traveling on the sea. What i need is to create a fire stripe with faded head and tail, something like the picture attached, but the shot will be from the top. Since i will leave the stripe still in place and move the plate behind it i will animate the stripe to give some snake like movement, or dragon like..i prefer:-) Here the question...how can i drive the fuel with a ramp? Volume vop? Thanks alot! Carlo
  5. Flower growth

    Thanks alot!!Exactly what i was searching for!!! I will give a look to the file tomorrow !!! H.
  6. Flower growth

    Hi everybody! I'm tryng to animate a bunch of flowers and their stems.This will be part of a ivy-like growing system...i will also post something about that.At the moment i have a single flower following the growing stem, but i have problems orienting the flower along the last segments normal, and also i'm wondering how to duplicate it but having some difference in the curl noise wich distort the stem, and also some offset in the animation. I did already seen some example on how offset the animation on the instances but sincerely i did not understand it well...how the frame in the timeshift node is connected with the copyStamp variable?can someone explain that to me? Thanks alot! FLOWER.hip
  7. How to Copy Multiple OBJ to ID

    Hi jingaa! Do you think this method could work to replace a group of collision objects with their hi res version? Cheers, C.
  8. emit particles from pyro sim

    You may do something like advect the particles from the fluid and then give them incandescence and alpha only when the fluid reach the value transferring them the attribute you whant to use...is more like it would happen in reality... Hope make sense... H.
  9. Paint peeling effect-How to disappear fragments

    OK solved...with a solver!
  10. Paint peeling effect-How to disappear fragments

    Hi Peon! Thanks for the help!Is a great hint! i have some dubt...if i 'm at frame 1 and subtract 50...is 49...if i multiply that for -0.1...is -4.9...not in the range... I also can't understand how increase of 0.1 each frame..is a loop needed? I attach the scene file! Thanks alot! C. cloth_tear_collision_test.hipnc
  11. Paint peeling effect-How to disappear fragments

    Hi Atom! I have slightly changed way to make them disappear...instead of scale down each shard or simply fade his alpha which are a little fake I'm trying to blast the single vertices as they are bumped up from the surface. So I did use group but directly in the blast node,and it works! But i have a new problem;-) If i do use the @active attribuite it will disappear as soon as it moves...i would like to have some delay between the bumping and the corrosion. So I need a new attribute (@corrosion) For this porpouse i think to do something like: @corrosion=@active+something that increase over time. Create a group of those points who reach a value of corrosion of 1.5 for example...and blast that group. There is a way to add 0.1 each frame? Other than animate a slider of course! I will post the scene tomorrow! Thanks a lot! C.
  12. Paint peeling effect-How to disappear fragments

    Hi atom! Thanks for the hint! Here come a noob question...since i@active is 0 when still and 1 when moving....how i connect Alpha wich is the opposite value...0 when active and 1 when still...? Hope u understand my dubt!:-) Carlo
  13. Paint peeling effect-How to disappear fragments

    Hi Sepu! Thanks alot!, I aready saw this, i'm at the point that i have those fragments animated and i whant them to disappear after a certain distance from the original position... Can't find a way... C.
  14. Hi everybody! I'm working on a paint peeling effect, i need to make the paint fragments to disappear, they are obtained from voronoi fracture , i have set up a loop to make them scale down, it works but i need make it work only on the active fragments and not on those are still in place, i have an i@active attribute to interact with the cloth solver. Any help would be great, thanks in advice! Carlo
  15. Hi everybody, I was wondering how to instance geometry on hairs to deform them, like feathers or tubes...any resource or hint? Thanks alot! Carlo