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ranxerox

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ranxerox last won the day on October 30 2012

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About ranxerox

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    gregory
  1. hi Chris, you don't need both of those SOPS, having just the groupexpression by itself will do. -G
  2. dop import not matching with low res sim

    it seems like the names of the pieces emitted are missing 'piece1', so the names don't line up. I've attached a possible solution. -G Bullet_Emit_v3.hipnc
  3. dop import not matching with low res sim

    here's one way to do it. Make sure your name attributes line up and use 'transformpieces'. -G Bullet_Emit_v2.hipnc
  4. DOPS Simulation Scale issue

    you also might just consider scaling down before the dopnet, and scaling back up afterward. It's 2 transform sops.
  5. look in the helpcard for the solver sop. There is a "footsteps" setup which might work with some tweaking. -G
  6. Paint On Speaker

    very nice Diego ! Did you do anything special to get those long tendrils ?
  7. you could use an object merge, point it to the "camOrigin" node inside of your camera, change the "transform" option to "into this object", and pipe the ouput of the object merge into the second input of your attribute vop. Then in the attribute vop you could access the second input with an "Import Point Attribute" and change the input parameter to "second input", and pipe a constant of 0 into the "ptnum" parameter. -G
  8. Gas Repeat Solver for slow motion pyro

    you could also try writing out subframes (using oversampling on the dopnet, and look up using $N on a geometry ROP), then playing back the subframes at normal speed. It does change the look of your sim somewhat, so it's not %100, but for a lot of sims you can work this way. -G
  9. setting value per voxel in VEX from point level

    could you do it in reverse ? Ie. for each voxel calculate your weight to the point in question ? It does seem odd that there isn't a vex function to set specific voxels. -G
  10. Trouble Weird with Mask Field

    yes I thought I attached a file, sorry, but I did pretty much what I described. I've attached it here for posterity. I was reading about the apply_mask dop and it mentions torque etc, so maybe it's just for the rbdsoolver ? -G smoke_gasblur_mask_not_working_v1.hip
  11. setting value per voxel in VEX from point level

    what is it that you actually want to do ? If it's actually a question about performance you are going to be better off sticking with the volume VOP/wrangle paradigm as that is easily multithreaded. -G
  12. Trouble Weird with Mask Field

    here. I changed the "mask" dop to an applydata dop. I turned off the shaping so you can see that it's working clearly. -G
  13. Attribute transfer from pyro to pop

    there are a bunch of ways to do it, one way would be to cache your pyrosim first, then run a popnet in a second dopnet and advect by the cached fields, then in sops get the density values for your particles. In this hipfile I'm using a sop solver with a point vop to sample the density values. -G gasfield_example.hip
  14. particle life time same as frame range?

    this will work if $RFSTART is 1, otherwise subtract $RFSTART .. so ($RFSTART-$RFEND)/$FPS
  15. you can do something like this using checkpoint files. sim out your sequence with "save checkpoints" on on your dopnet. I recommend using a small checkpoint length (this is the total number of checkpoint files which exist at one time), as the checkpoint files get large. Then you can pick up a second sim from where the first one left off by setting the initial state to the checkpoint file from the first sim.. then animate the values you want to change from the first sim. Just be sure to make the dopnets identical, otherwise the checkpoint file won't work (identical aside from the animated value you want to change). -G
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