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Found 8 results

  1. Hi! Just want to share my last work, a magic reconstruction of a world globe. It contains DOP sop solver, smoke by color, advection by smoke and fog, basically. Hope you like it. Pol https://vimeo.com/207149300 Job searching as vfx generalist. https://vimeo.com/polvilla particles.mov
  2. Pyro flames advection to geometry

    Hi, I'm trying to match this flame look for pyro. I have 3 major challenges: - the flames are not sticking to the geometry and travelling along it while keeping the shape (more or less) - the base colour of the flames (close to the emission point) is white at the base and I would like to get the white in the 'middle' of the flame as in the reference. - I cannot have a very specific emission source for fuel because that gets very visible and overexposed (white) while the flames are faded to lower luminance values (orange, red). Playing with the emission sources doesn't bring me close enough and it is very difficult for the flames to clump together (or go towards each other) while keeping their individual shapes (at least for 3-4 frames). Also it is impossible for me to make them crawl and warp around the burning object. It seems that i miss a attraction force that keeps them to the surface and control their shape. Playing with velocity fields makes them only going away from the object and loose the shape very easily. It seems that I'm missing something. Any advice to were to look would be very much appreciated. UPDATE. A second media file was added for better understanding of the issues. Thank you! Cheers, Cristian fireRef.mov fireRef2.mov
  3. Particle effect help

    Hello magicians, I'm stuck in a R&D for a client, been trying to do a particle behavior for 5 days without success. Heres a video gif of the latest client ref: http://i.imgur.com/dvtTkL1.gifv Also attached is some early image references the client sent but I would like to focus on the gif one. Here is a gif with some of my RDs, I tried advecting particles from pyro, doing a pop network with curve forces and some more stuff, the behavior the client wants is some sort of flock/swarm like a monster that chase a person. http://i.imgur.com/Bs9kFbK.gifv Thanks in advance Cheers!
  4. Advect flip

    hey, I'm trying to build a little vector field to advect some flip particles. so far so good. unfortunately the particles are staying around the field insteat of just getting shoot in the right direction. I can shoot them with a vel of 100 but they suddenly stop vel.hip
  5. Hi guys! Im doing some final touch ups on a project and I need some help with some particle behavior. Im re-creating a seahorse giving birth for a crowd and particles project and the babies (particles) look like they are shooting out like a machine gun but in the reference they are coming out more in bursts and are swirling around (being underwater of course). Im controlling the impulse birth rate and impulse activation in CHOPs (inside an OLD POP net) and I cant find enough docs or resources on how the advect by volume works in old pops. I tried to re-create Tokerus advect particles setup in my old pop net but to no avail. Ill provide the reference, what i have currently rendered and my .hip file. That would be great if someone could point me in the right direction. Thanks alot guys. Let me know if you have any more questions or if you need more info heres a link to the reference video https://www.youtube.com/watch?v=b_nEA3dtOZs and heres a google drive link to what I have managed to come up with so far https://drive.google.com/open?id=0B-mSmcQH6CSgNkp4NTlzRjg1Z0U Cheers Seahorse_Project_for_ODFORCE.hipnc
  6. Advect by filament

    Hi guys,i have 2 problems with the ip,first i can't group particles,the advect by filament keeps affecting all particles I want to affect just the one near the emitter Second the mesh that its used by the source filaments node collides with the ground ,there is a way to ignore this collision? Thanks! AdvectByfilament.hipnc
  7. Helicopter dust effect method

    Hi forum I'm trying to achieve a helicopter dust raise and this is what I reached for curly dust layer more or less and I want to add another layer of dust simulation for horizontal movement after that. I used an arena shaped geometry to create velocity volume and advect some particle with this velocity field. and at last I simulate this volume from particles that has this arena shape already without extra advection, just some turbulence and disturbance. But as you see this so smooth in the base and has more noise at the ends and this is annoying. So after reading some related threads in forum, I start to think if I'm wrong. maybe I should advect particles with volume instead. actually I want to know best approaches for creating similar effect. Thanks in advance
  8. Hi, Thank you for this forum.I need a little help from you guys.I am advecting particles by volume of smoke.I animated the scale source volume in the source density to detach smoke from the source and disperse the remaining one.Kind of a gradual fade out effect.How can I have particles disappear the same way?Currently they keep going.Any way to map the data of scalar volume to say alpha of the particles? Or is there any other way? Thank you.
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