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Found 4 results

  1. Volume mixing with VolumeVop

    Hello ! I made an explosion and I try to make it loop with Timeshift and volume mix nodes, Sadly I feels its too limited as the fading between the two volumes are quite obvious. Is there a way to mix volumes with a VolumeVOP ? The idea is to add simple 3d noise as the volume fade in and out. Thanks a lots
  2. Mix BSDF issue

    Hi guys I'm doing a BSDF mix in vops with a float attribute which is defined by an attribute transfer. but as you see in the image the mix between two shaders (sss and steel) is not correct despite the attribute is 0 or 1 for all points. can any one please explain to me the probable reason? is there an alternative way? Thanks in advance
  3. Texture Mix Problem

    Hello Od|forum! I ran into a little problem. I had the idea to make a procedural texture. I wanted to use ambient occlusion to blend texture A with texture B. I used a Pointvop to blend the two textures. Two Colormaps hold the two different textures which both go into a Mix. I used the AO I already got on the floor as the Bias in the Mix. This method kind of works. Texture B, which is green, is in the places I want it to. Texture A as well. However; both of them do not have the checkered pattern that is in the texture. Is there someting I missed? Or is it a viewport thing? Thanks in advance! -Bram Texture_Mix_Problem_01.rar
  4. Hey guys, I'm trying to create an effect, where spheres move from the centre and after a certain frame, they all fall on the ground after each other. I've created pop net which drive the movement of spheres. I've tried to achieve the falling of spheres in two ways: 1., force and collision in popnet - works nice, but the rotation looks funny when colliding with the ground + I can't come up with a way, how to make the spheres fall after each other (so they don't just fall on the ground at the same time) 2., rigid body for spheres - I can't find a way how to mix the velocity from pop with rigid body. What I did was, that put a switch node and after a given frame - pop driven spheres are invisible and the RGB spheres become visible, but I suppose that is a very nooby way of doing it There is a visible difference between these two ways, because the popnet driven spheres fall down nicely and the fall looks more natural. With RGB spheres you can see when the movement is switched. Is there a way how to take the velocity form the popnetwork for each particle driving the sphere and blend it with the RGB simulation somehow? Or in other words, could I make the rigid body simulation of spheres make look like the one I created with the popnet? Sorry if there already is a topic explaining this problem, but I wasn't able to find it yet. Thank you RGB_POP.hipnc
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