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Found 7 results

  1. Hi guys, I'm really struggling with what seems to be a rather easy setup: Covering a collider object in smoke and at some point suck in all the smoke through various holes. Negative divergence seemed the way to go however it's completely ignoring the collision (see attached flipbooks) Any help would be highly appreciated. Thank you! smoke_negative_divergence.mp4 smoke_base.mp4 smoke_suction_fail.hiplc
  2. The gist of the effect I need done is this. I need this Logo to start out fractured into a ton of pieces and off screen in all directions then I need the pieces to kindof suction in towards the screen center where they come together to form the full logo My current workflow is basically run the sim backwards (the logo starts off fully formed and i explode it outwards, then reverse the RBD sim) The problem when I reverse the sim I get a very harsh stop on each piece once the piece gets to its start pose I fix this sort of by running a jiggle or lag CHOP motion effect over the points after i reverse the sim, adding some overshoot to the sim so it overshoots the rest pose and then settles back into the rest pose the issue is now i get intersections with the pieces. Was hoping someone might know how i could maybe run another simulation on top of the reversed sim? Like have it follow the same motion but adjust for self collisions?
  3. Hello all!, I am trying to create two different flip sims, which should collide with each other. Sim A is a flat tank, with a suction force and some vortex force. Sim B is a simple sphere emitting fluid. I want Sim B fluid to collide with Sim A fluid. Problem is if I do these inside one DOP network, Sim B inherits all the forces attached to Sim A, I am trying to prevent that. Maybe I'm overcomplicating this whole thing. Any ideas on how I can get them to collide with each other? Please refer to the attached hip file. Thank you all for your time. TwistForce.hipnc
  4. I've almost gotten the effect I want but I'm stumped on how to take it that last 25% of the way. I've created a torus that scales up, emits smoke, then scales back down...I'm attempting to create a suction effect so as the torus scales down the smoke gets sucked into the center. After reading some other forum posts about reverse expansion I tried setting that up and it's kind of working....however the suction doesn't seem to be following the velocity caused by the scaling of the torus. I tried doing some sort of setup within a volume vop but I'm hitting a wall on how to get that velocity to be taken into consideration by my expansion. Thanks for taking a look! smoke_suction.hip
  5. Hey magicians, I'm trying to export a flip sim (I used suction fluid) but I'm getting some artifacts on the mesh, like pixelation as well as weird behaviors. Also, the mesh (its a usb model) doesnt fill completely. I already played with density, suction force, distance and some other parameters with no luck. I want to have a clean liquid filling the mesh, any advice on it? P.S: Attached is the video with different setups Thanks! USB_RD_02_Mesh_02.mov
  6. Something I`m working on right now. Rendered with Arnold in C4D.
  7. fluid_tank.mov Hope u enjoy..
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