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revelationsr

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About revelationsr

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    rev
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    UK

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  1. blackout shader for viewport

    hi there. i have this scene with a pyro in it. i would like to do a slap comp of a veiw port render. but i cant seem to get the shader working right for the hold out geo in the scene. i would like to have a fully black shader with no alpha. the maya equivilent would be "use backgroud". any thoughts Cheers
  2. Auto resize pyro container

    Great thank you. I will try it.
  3. Auto resize pyro container

    Hi there I have a pyro setup. It is meant to be used over several shots with different cached animations as its source. I would like to know a good way to have the pyros size and center of its start frame to match the geomatry cache. So i dobt have to manually go in there and make tweeks for each animations starting localtion. Cheers.
  4. rest fields in pyro

    Hello. I am doing a pryro simulation for previz. meaning i dont need to render it. it will just be flip booked. i would like to use rest fileds with it and hook it up to a noise in a vop. I have checked the two boxes in the sim and I have my rest field data. I just dont know how to hook it up in the vop to a noise. Any thoughts? cheers
  5. Alphas and flipbooks

    I have a scene i want to do a slap comp. I have an object and a pyro. I would like to know how to make sure the object does not show up in the alpha of the flipbook. Also it seems the pyro has a slight ghost of the object drawn in it despite that object being shaded black and is behind it. Any thoughts? Cheers.
  6. Odd resolution in pyro

    I ok. I will give that a go. Thank you
  7. Odd resolution in pyro

    Evening. I am trying to do a snake on fire. After all isn't this what you do if you have a scene with a snake in it? Cough! The snake starts off rather small in the scene. Then over time the model grows as it travels across the screen. The pyro solver is setup the way I want it and it is all good. The issue comes during the later stages of the simulation. It almost seems at though the resolution of the sim does not increase with the size of the pyro box. It seems like the voxels gets bigger and bigger as the pyro box expands to keep the entire snake in its boarders. I hope my description makes understandable. Any thoughts on this? Cheers
  8. fluid emitter from particles

    Hi there. I have a little issue that is killing the look of my fluid simulation. I am making a dirt tornado. So I started off with simming a bunch of partcles in the shape I wanted with the intention of having them emit volumes for the pyro simulation. This all works. Giving me some great interesting shapes. All good. The issue is that the volume the particels make is sort of stamping itself into the pyro sim. instead of seeing just the nice pyro sim. I can see the particle emitting volume traviling within it as well. Put another way. The particle emits a volume denisty of 1. Forcing the pyro to have a volume denisty of 1. It obviously needs that because it needs to emit from that. But it is ugly. Is there a way where I can emit the denisty of 1 into the sim. But not have it visually show up within the sim. Maybe have it fade in for a few frames. Intead of having that value of 1 very obviously travel anround the tornado. Cheers
  9. wind tunnle smoke

    Oooo that is a very interesting link. I must go through that in detail. There is an interesting idea. Solve the smoke as straight and then deform it. Hmmm. Cheers for that.
  10. wind tunnle smoke

    Thank you I will have a look when I have a moment. Cheers But if anyone could maybe have a more direct answer that would be awesome. Much love to you bro. I just dont want people to think that this has been solved just yet.
  11. wind tunnle smoke

    Hi there. I am making a wind tunnle smoke effect. One of those where multi small smoke sources in a line is running over a car. Originally I had a good looking effect with pyro. How ever the director wants a level of control over the shape the smoke makes that pyro simply wont do. So I have built a setup with several curves that the director can tweak and change as much as he likes. That is all working just fine. Then I run several thousand partciles along those curves. With all the attributes one would expect. My problem starts here. I would like to convert those particles into a fog. But I dont know the attributes needed to have control over the resulting fog. Things like. -Importing Alpha from particles. -stacking particles so the fog will be denser in areas where there are more particles. -importing the velocity from the particles for motion blur If you know of a place where I can find these kind of settings. Also any others that might be useful. Please let me know. Cheers
  12. Set a value pre Primitive

    Awesome man! perfect! Cheers for that
  13. Hi there. I have an effect that triggers on a frame. This effect will happen on each primitive. I have an attribute on the primitive that says which frame the effect triggers. My problem is that I dont know how to change that attribute for each Primitive. Right now I have something like this. @effectTrigger = 10; The effect triggers for all primitives on frame 10. What I would like to know how to do is something like this. @effectTigger(PRIM number 0) = 10; @effectTigger(PRIM number 1) = 13; @effectTigger(PRIM number 2) = 23; @effectTigger(PRIM number 3) = 48; Cheers
  14. Hello. I would like to toy around with an idea of moviing partcles, which are repersenting cloud, to move around a sphere. The driving force would be a high and low pressure system. Basically a animated black and white noise. I would like the normal of a point on the sphere to push the particles. I just need to figure out how to get the current point to look at 10 or so of its neighbours and point the normal in the diection of the lowest value of the noise. I am sure I can do this with vops. I just dont know where to start looking. Cheers
  15. render something with no alpha

    Hi. Yes I have tried that. Does not seem to do it.
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