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Malf

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    Jacob
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    Sydney, Austrailia

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  1. As far as I know the pyro shader uses the 'rest' and 'rest2' fields as a position input for the noise. It doesn't look like you are computing those fields currently in the sim, you can turn that on by going to the Pyro Solver>> Advanced Tab>> Rest Field Tab and enabling it. The black renders at 50 frame intervals reflect the default 50 frames that the rest fields take to cycle.
  2. By default the pyro/smoke solvers will clear any density which enters the collision volume in a timestep. I would double check your collision volume is interpolating sub frame and also that you are feeding the velocity from the collision object into the sim. On top of that depending on the speed of your object you may need to increase the substeps on the solver to help account for it. Also on the smoke/pyro solver if you go to the 'Advanced/Collisions' tab you can toggle off 'Correct Collisions' which will stop the solver from deleting any density which gets inside the collision somehow. Hope this is helps Cheers Jake.
  3. Also another way to go about it. One wrangle running in detail mode is finding the point to match to and then the one below is doing a simple position lerp. Hope it helps. Cheers Jake. matchClosestPoint.hipnc
  4. I haven't looked at loudsubs file but this is how I would apply forces to the sand using SOPS to control it. Hope it helps. Cheers Jake. sandtest_forceRandom_alt.hipnc
  5. I would check that your viewing both images in the same colour space. So check the gamma/exposure etc settings in the 'color correction toolbar' in both mplay and the render view.
  6. I just had a look at your scene. You need to have the attributes you want to interpolate filled out on the node in the 'Point Attributes' parameter. It defaults to * but your nodes have nothing in there, you will at least need to have P for it to move the points.
  7. Not sure of other peoples workflows but I only ever set the 'Initial Data' paths if I have cached some preroll and want to use that as my initial state. Or if I am continuing a sim that either needs to be extended or the cache is coming from a previous sim. I use the 'Source Volume' for all in simulation sourcing though.
  8. You should check out the 'cluster' and 'clusterpoints' SOP nodes. They preform pretty much the same functionality as what happens inside the voronoi fracture node. I tend to use this method for clustering even when using the voronoi fracture node, to assign clusters to the points before feeding them into the fracture. Cheers Jake.
  9. When you create the meta data node it has on it a number of detail attributes containing loop information. You can then access them using a `detail()` expression for other functionality. Cheers Jake
  10. What sort of fractal geometry are you referring to? I have implemented a number of algorithms and they did not involve function recursion, just simply iterating on a value.
  11. Personally I find the easiest way to do this is to just add noise to your initial velocities at SOP level Cameron. So you have normals on the geo you emit from which is defining their initial velocity. Inside a VOP just add some noises to this before it goes into POPS, add some 3d noise to alter the directions and then multiply the normal by some other noises to vary the initial speed. Hope this makes sense. Cheers Jacob.
  12. Malf

    Galaxy

    Hi Thein, I hope you have had some more luck with this galaxy that your trying to create. Unless you need to see large dynamic motion in your shots you could generate this volume procedurally through some VOPS potentially. Here is a hip file which has something started in it along these lines, it's currently all math driven but I'm sure you could find some ways to control it nicely. For the final render I would lean towards doing the same operations but inside a volume procedural so that your not limited in resolution. Hope this helps. Cheers Jake. galaxyVolumeSwirl.hipnc
  13. It seems to be because of a discrepency of the name attribute between the actual pieces and the constraint primitives. If you go inside your for loop you are editing the name attribute for the pieces but the constraints are created before you do this. If put the connectadjacentpieces node after the 'attribwrangle1' node it should work.
  14. Another way to create age for your trail geometry is if you create an attribute on the geometry which has the value of $FF before you pipe it into the trail sop. Then after the trail sop to create age you simply subtract the current time by the geometry's 'frame' attribute.
  15. Hi Atom. If I understand your goal correctly you want to give the pieces which have just had their constraints broken some velocity? If so here is an example of one way to go about it, sorry if it isn't what your after. I believe your question about the 'geohandle' input in vex expressions was answered in the previous post. Cheers Jake. glueVel.hipnc
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