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dpap

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Everything posted by dpap

  1. Thank you Mestela. I guess I've learned my lesson now...
  2. I was rendering a sequence of 240 frames that took 7hours and near the end Mplay crashed. Does this mean I lost my render? Is there a temp file somewhere or was it all stored in ram and is now long gone?
  3. I am trying to reduce the stick effect near the collision object. I can't find what is wrong with my setup. Can anyone help out please? Guided Ocean.hip
  4. In Maxwell render you can set a limit for the rendering time of each frame (lets say 1 min./frame) and then refine the render (for less grain) by resuming from the sampling level it previously was without having to render from the beginning. I guess the new checkpoints in H15 have something to do with this but they are being auto deleted after rendering. And there is no option afaik in Mantra to limit the time of rendering per frame. Or is there? more info here: http://support.nextlimit.com/display/maxwelldocs/Progressive+Rendering+Workflow Is there an similar workflow in Mantra?
  5. I did a lot of tests and my conclusion is that this kind of waves occur when you use Guided ocean layer, following a fast moving boat and colliding with a wave created by Oceanwave sop. The intensity of the problem is related with the speed of the wave and the speed of the wavetank. the following image is with wave speed 10 If you use the value of 4 for the tank instead of 10 which is the default the problem is still there but less noticeable. The problem has nothing to do with the collision object. Even when there is no boat but only a moving wavetank the results are the same. A boat moving with 20 knots (see the attached file) is quite fast but not an unrealistic scenario. If you don't use the oceanwave everything works as expected. Raisin the number of substeps to 4 did not help. What is physically correct value for the wave speed? Is 10 wrong value? oceanwave speed 4.i.hip oceanwave and 20knots boat.hip
  6. I am having a problem with the guided ocean layer sim. I am getting some really weird waves that look like spikes. They occur near the beginning or the end of the bounding box . I tried the following things but nothing works: increased the substeps, Layer Size, the Guiding Surface thickness, Lower and Upper padding, disabled the Max Displacement Frame parameter, reduced the Grid Size in the wavetank... nothing Do have any idea what goes wrong ? large ocean problem 1.hip large ocean problem.hip
  7. Hi All! I want to create a line from some randomly numbered points (see pic.) In order to use the Add sop the numbering must be ordered by proximity. Sort by Spatial Proximity does not work good! The numbering that it gives is ok at some areas and messed up in others. I cant use the Match topology sop because there isn't any geo I can use for that. So I guess I have to find an alternative way to do it. Any ideas? Thanks!
  8. How can I inflate a cloth object (a tube)? I found no inner pressure attribute on the cloth object. And also can wires interact with cloth?
  9. Hi guys! I want replace my old "slicer" that used a foreach and the Clip sop with the new intersection analysis sop. I almost made it but the problem is that the output of the old way was 10 primitives if the slices where 10. If use the intersectionanalysis I get huge amount of primitives that equals the amount of polygons and the produced curves are open (unrolled). What should I do to get 10 primitives (closed) like I had the old method? I tried the End sop to close them but it doesn't work at all. The new polyfill kinda works but it leaves two out of ten slices "urolled".. I want to use the intersectionanalysis sop cause it's really fast. Any suggestions? Slicer H16.hip
  10. thanks guys, the boolean works fine for this purpose! By the way...what's the name of the the sop that can clean up excessive points without altering the shape. Kinda like polyreduce... I am sure there is sop that removes points that are aligned. I can't remember the name..
  11. Thank you for your answer Gavin. I am afraid it still doesn't work in my case. Turning on the "patch" option does help but I get 8 patches instead of 10. If I change the sphere from polygon mesh to primitive or even nurbs I do get 10 patches, so I guess the problem has to do with the initial geometry that one uses. If there is no way around this problem there is always gonna be some kind of geo that will make the slicer fail. Could this be a bug? Slicer H16.001.hip
  12. Mantra vs Redshift

    Anyone???
  13. I am trying to mask the Close operation so that it is only applied in the spherical gag without affecting the rest of the shape. I am doing something wrong but I can't figure what. Can anyone help out? Thanks! mask vdb reshape.hip
  14. mask vdb reshape problem

    Yes I think you are right .Something is going wrong with masking. I made the simplest setup possible and the results just don't make sense. mask vdb reshape 3.hip
  15. mask vdb reshape problem

    Hi Ben. Thanks for giving it a try. I am afraid however that it doesn't work. If you use higher offset we should see the hole close more but nothing happens both in my version and yours. I made an example that achieves the closing of the hole without affecting the rest of the geometry but with the use of VDB Combine nodes just to illustrate what should happen with higher offset values. The reason I want to use a masked vdb reshape is so that I can paint the mask attr in the region I want to protect. mask vdb reshape 2.hip
  16. I want to split (not in terms of time but area) a high resolution image sequence that I have in Cops into an an array of smaller images. I want to print each frame it as an 3x4 array of A4 pages (210mm*297mm). Animating the Offset of the Crop node but I don't know how to save each cropped area into a different file. Or in the case of of a video wall, how can I split my sequence so that I have smaller ones? (one for each screen) I guess I could do that in Photoshop using the Slice tool and doing "Divide slice" for each frame but is repetitive. Is there a way to that in Cops so that I can avoid Photoshop? Any ideas? edit: A silly idea just occurred to me. I could set up 12 different ROP outputs ! I know it's not the brightest idea.. Is there an alternative using a single ROP?
  17. I am trying to modify the "paintfogvolume" digital asset so that it has an erasing function as well. ( Setting density to -1 at first seemed to work as erase but you can't paint/add fog again, in areas that you erased) So I thought of using "grouppaint" to define with a brush which edges to delete from the curve that the "drawcurve" creates. The concept works but building a new interface for the modified digital asset is tricky. How can I expose the handle of the Grouppaint node . Right clicking on the handle itself doesn't give me the usual option " export handle to digital asset". And how will be able to choose which handle of the to use? There is already a handle from the Stroke node , if I export the one from the Grouppaint as well how will I be able to choose between the two, so that with the first handle I paint and with the other I erase? paint_or_erase_fog.hda paint_or_erase_fog.hip
  18. I don't know how to make such a request (i guess that is what RFE is right? ) . I am also sure that there are far more experienced users than me that would articulate and justify it in a better way than I would. If you have the time Petr , please give it a try . You seem to know very well how these things work. Anyhow, thank you for your detailed answer Petr! I wish Sesi will fix it. It would be really great !
  19. I am trying to make a point, that exists on a piece of geo, to stick on its relevant location after a UV to P transformation. I think the whole thing fails because something goes wrong with transferring the UV attributes from the piece geo to the point What I am trying to achieve is to place a circle at each intersection point Any ideas? Stick point on Piece by UV transfer.hip
  20. Never mind guys, I sorted things out. If anyone else is curious I din't use the attribute transfer sop. I used the "Primitive Attribute VOP" to get the uvs at the intersection points , to which I connected the paramectic uvs from the Intersection vop
  21. I have the geo that you see in the first pic and I can't find a way to cap the highlighted edges. The approaches I tried: 1) Polycap using only the boundary edges doesn't work. 2) dissolve all edges except from the boundaries and go from there, but dissolve went crazy. Why is dissolve giving me this result (pic.2)? 3) 2Dtriangulate the points of the boundaries and cleanup by creating and deleting an edge group based on edge length. Doesn't work cause the wide range of lengths won't let me filter out the ones I don't need. 4) Fuse the result of the triangulation with the rest of the mesh and use Divide with Remove Shared Edges turn on. Nope.... 5) Last picture. I just manually blasted the unwanted primitives so that I can illustrate the final result I am going after Is there way to cap geo like this procedurally? Thanks! polycap.hip
  22. How can I cap this geo?

    I didn't know about the Hole node. It's super cool! Thank you very much guys!
  23. 1) use polygon sphere with high resolution so that is smooth. using a primitive causes an auto conversion that's why you get an error on the vdbfrompolygons node 2) most important :use smaller voxel size 3) use fog vdb in the vdbfrompolygons node so that you can avoid the conversion problem 1.hip
  24. The key here is to have no user intervention, pins or editing whatsoever. The result from Zbrush that you see in the pic was achieved with only one click on the "UV MASTER" . Is there a way to achieve an equivalent automatic result , with low distortion, in H ? UV.hip
  25. plain and simple setup with spotlight and point light. The shadow of the spotlight simply doesn't make sense. The light actually passes through the box! What's wrong? Spotliht Shadow Problem.hip
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