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benne5

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benne5 last won the day on September 20

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About benne5

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    Matthew
  1. snow falling from tree branch

    Yes, this also looks like a great method. Especially if you want to break apart based on attributes. But if you don't need to show that kind of fidelity. A quick and dirty way to show this is to simulated packed rigid bodies and emit a bunch of particles either from a source of your choosing or the simulated pieces. Add some noise to the particles to give it a wispy motion. And then if you want a variation of smaller pieces beyond the varying particle size you can instance or copy stamp small chunks onto a some of the particles. Finally, add a decent snow shader applied to the rigid body and instanced/copy stamped pieces. Good luck
  2. snow falling from tree branch

    I suggest 3 different passes for the falling snow. 1) Break up your snow by fracturing chunks and simulating some of them. Some can remain behind. 2) Emit lots of particles with a bit of noise applied to them. 3) Instance or copy stamp some snow-like chunks onto a portion of the particles. You can cull a bunch of them out from your previously used particles pass. Then composite them together. Or if you wish you could have them all interact with each other in dops. Good Luck!
  3. Looping Fluid Simulation

    Use the make loop shelf button found on the games shelf. Set your start and end frames of the part you would like to loop and pick the number of loops.
  4. Motion Vector

    Thanks for your response Michael. I had the "Double Apply Motion Vectors set to false" instead of true. I am getting some feedback now.
  5. Motion Vector

    I've been testing out the motion vector technique described here https://www.sidefx.com/tutorials/create-motion-vectors-for-time-warping-image-sequences and here https://vimeo.com/228233111. I am working with sprite sheets which are 8X8 (64 images, resolution 1024x1024). In his presentation Michael mentioned that 1/framerate should give a reasonable number for the motion vector intensity. My current settings are: number of rows = 8 number of colums = 8 motion vector = 1/framerate I am having difficulty determining what values to put in these remaining parameters. time_multiplier = default? min? max? Phase to Debug = default? min? max? Any help would be much appreciated. Thanks.
  6. I would also add that if you decide to adjust your substeps on the pyro solver you can also adjust your CFL condition. Higher values will allow the volume to go through more voxels while lower values will limit the voxels it can go through.
  7. Fire Sim

    increase your timescale on your dopnet or your pyrosolver.
  8. There are many ways to achieve this. The simpliest and quickest response I can give would be to direct you the the RBD PACKED OBJECT AnimatedObjects example found in the help docs. (See attached .hip file) animated_objects.hip
  9. Extracting Keyframes from simulation

    If you want to just to tweak the motion of a few hero pieces which are packed prims I suggest caching your simulation using a file node. Then unpack the simulation and delete all except pieces you would like to alter. When you are done altering the motion merge it with your orginial simulation (with the altered peices deleted). See attached image. Alternatively, you could export it suing the rbd_to_fbx export found on the new games shelf. Bring the outputed .fbx into whatever program desired and alter the animation on any given piece
  10. I don't have the ability to look at your files at moment. But any time there is difficulty with things falling through each other this usually has to do with the collision geo. Try visualizing the bullet guide geo of each of your components and make sure that is is an accurate representation of the shape.
  11. Magic explosion

    Might want to check out this thread https://www.sidefx.com/forum/topic/21000/
  12. Magic explosion

    The simpliest solution would be to model that specific shape. You can then animated as its own stand alone geo, animte it on a curve, or copy it to a particle system.
  13. Magic explosion

    Its difficult to give a meaningful response when there is a variety of effects posted on that pinterest board. If you can be specific about the effect you want and break it down into its several components the community might be able to give you specific feedback or suggestions.
  14. rocket launch

    Great Work! This has smoke a lot of great noise and movement in it. I would suggest having smoke shoot down from the thruster and collide witht the groundplane. Or cover up the dissconnect from the light wispy smoke and the large offshooting smoke with another smoke emiiter.
  15. Procedural Constraint Relationship

    I figured out a solution in case anyone is interested. See attached .hip packed_relationship_05.hip
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