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benne5 last won the day on September 20

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Fire Sim

    increase your timescale on your dopnet or your pyrosolver.
  6. 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
  7. 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
  8. 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.
  9. Magic explosion

    Might want to check out this thread https://www.sidefx.com/forum/topic/21000/
  10. 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.
  11. 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.
  12. 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.
  13. Procedural Constraint Relationship

    I figured out a solution in case anyone is interested. See attached .hip packed_relationship_05.hip
  14. Procedural Constraint Relationship

    Anybody want to to take a crack at this one? I still haven't found a proper solution.
  15. I have one packed primitive object which consists of several pieces of geo merged together. At sop level (before it is set to become a packed primitive) I have created a core group and an outer group. I would like the core group (the red group) to remained glued only to itself and the outer group(the green group) to be spring constrained to the inner group and itself. The trick is how can I do this without manually blasting the undesired glue connections or using the delete by color method? The reason being that I have very complex geo which is very close together. I have a simple test set up .hip attached. The real which geo I am actually working on it extremely full and chaotic. Thanks! packed_relationship_04.hip