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anim

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anim last won the day on November 9 2016

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About anim

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  1. you can use VDB Morph SDF node for that, it has an alpha mask input where you can plug fog vdb volume that will act as your mask
  2. hot sure why you are scattering the points just plug your timeshift node to second input of pointdeform and trail to third
  3. yes, plenty of freelancing gigs in commercials are short term 1 day to couple of weeks (occasionally months even) and TV shows can be weeks to months not really familiar with Vancouver though
  4. you are misunderstanding what Env Light in AO Mode does, just try what I said, or just look at this file AO_light_inside.hip
  5. maybe not the most intuitive, but tends to work once you understand how it works
  6. what do you mean? Diffuse shader and env light, then tweak the distance to be small enough, that should work
  7. sort of both 1. more expensive if you really consider just points without group or stream within the solver, as those will be just filling points from newest frame, compared to all filling points created so far 2. and of course they will get group or stream live every frame, so they will switch group or stream if closer to other one 3. on the other one if you are ok with both previous disadvantages, the live setup will not necessarily need to be recached while solver one will but really it's mostly the 2. that you should be concerned about so if that bothers you, use solver method but once you want to mix the colors, definitely use solver method and do mix within, so far ids coming from sim seem to be ok, so as long as that's the case you will not have problem with changing point count since you can be matching by id as in the example
  8. you can just use Env Light in AO mode there is Max Ray Distance slider there as well
  9. there is also Transform Pieces SOP, so that you can do your animation on particles and then just transform packed pieces with it
  10. just for comparison, here is the same setup, just using stream attribute instead of groups, which may be not only easier, but more efficient rf_adding_to_nearby_groups_odforce_fix2.hipnc
  11. but I guess the main question is since you are getting groups from different viscosity values, why is the tool producing the filling particles not inheriting viscosity from surrounding points? You may want to discuss that with artist creating that sim as that will for sure have influence on the look of the fluid and as well your troubles could have been avoided if all the new particles had the viscosity of it's stream
  12. here is basic point wrangle that runs over !* to get groups from closest groupped point: int pt = nearpoint(0, "*", @P); string grps[] = detailintrinsic(0, "pointgroups"); foreach(string grp;grps) { if(inpointgroup(0, grp, pt)) { setpointgroup(0, grp, @ptnum, 1); } } but that will get them live every frame, since your current setup is just live in sops what you may want to do is run it through solver and put pointwrangle inside that runs over !* and has Input_1 node as a first input and Prev_frame node as second: int pt = idtopoint(1, @id); int geo = 1; if (pt == -1) { pt = nearpoint(0, "*", @P); geo = 0; } string grps[] = detailintrinsic(1, "pointgroups"); foreach(string grp;grps) { if(inpointgroup(geo, grp, pt)) { setpointgroup(0, grp, @ptnum, 1); } } here is the file rf_adding_to_nearby_groups_odforce_fix.hipnc
  13. do you have an example scene? but overall if you want points to stay in groups you'd have to do it in solver or DOPs and you can use nearpoint() to get the closest point within specific subgroup of points, which in your case will be * as you want to check closest from all groupped points then you can parse through all point groups and find the first one found point belongs to however to make this easier for you, you can use int attribute instead of groups, then you know it's non-overlapping and you can directly take the number from found nearpoint()
  14. in your original file you already almost did everything, the only missing part is to put $CY in value1 in Copy2 next to stamping variable
  15. few things: - connect your setup to postsolve input (third) of popsolver, not presolve, as what marks particles as dead happens during solve - make sure popreplicate1 is connected to merge1 after popgroup1, not before, as group needs to be created first - set impulse activation on popreplicate to 1 to actually generate some particles POP replicate on death test_fix.hipnc