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msyugo

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    Marcelo
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  1. Hi, Haven't seen your scene, but to have color in volumes you'll need to create color volumes (3 extra volumes (Cd.x, Cd.y, Cd.z), on top of the density one) and then transfer the color values to the respective volumes Once that's done, you can visualize it on the viewport with the volume visualization node! Hope it helps, M
  2. Hey, Glad you figured it out. If you're still interested in this effect also have a look at this thread: Hope it helps
  3. Hey guys, It's a deceivingly simple setup. Cloth solver, negate the normals so they're inside facing, and apply that as velocity on a sop solver. eetu has a post on his blog for this: https://dailyhip.wordpress.com/2017/02/26/shrink-wrap/ Hope it helps...
  4. Hey, From your print screen i can see you have attached it but kept the 'target stiffness' at zero. Bump it to something like 10000000 and you should start seeing your geo trying to match your animated ref. It describes how much will your sim geo gonna try to match the target geo. Hope it helps, M
  5. The lava solver is a FLIP sim, wich in very basic terms can also be thought as a normal POP sim in many aspects. A very simple way to achieve what you want could be to delete the particles after a certain condition. with a simple if statement you can remove points after their age is over 2, or if the particle velocity get's bellow .2 for example. Hope it helps, M
  6. Hey, Not much thought put into this at the moment, but would imagine you could use both the volume gradient and the volume sample to create both fields. Gradient will give you the direction, and the sample will let you know where are the particles. Negative values would represent inside your geo, positive outside. Zero value represents the positions directly on the surface. (This is for VDBs) Hope it helps M
  7. @anthonymcgrath To stop it from rising continiously the easiest way would be to drop down a clamp node right before the bind export inside the attribute vop, and just set it to whatever maximum you want. Should fix the problem
  8. @anthonymcgrath Yeah, the principle is the same. Pretty sure there's 500 diff ways of going about it, but the reason why i'm using the attribute vop it because the color values from the second input have to be ADDED the the stiffness attribute. If you just do the attribute transfer, the old ones will just get overwritten. What we're doing here is after each time step where grabbing the value of the stiffness attribute as it is at that point in the sim, and adding in the new color values to it Not sure if i'm explaining myself very well, hope it's enought for you to get the basic idea of whats going on
  9. @anthonymcgrath No worries, might have jumped the gun a bit on it. It's the same principle as the file you've shared here, execpt the transfer it's happening in DOPs Here's a version with comments for the changes i've made trying to explain it, hope its easier to wrap your head around... shapestiffness_FEM_test02_EDIT_Comment.hip
  10. Hello, If i understood you properly, you want to transfer/animate the stiffness attribute during the DOP sim. Here's a rough/quick example of one way to do it with the SOP Solver Hope it's helpfull shapestiffness_FEM_test02_EDIT.hip
  11. Hello, I know that there are plenty of examples of vop loops with point clouds, but after searching, haven't found an example/file that helps with this. I can get an attribute growth going with the basic like pc_filter and all of that, but now was trying to make that attib growth happen one point at a time(the closest ones from the points with the attrib initiated) and i can do that for the first point, but after that it doesn't do what i was expecting it to do, stops the growth after finding the first point... Imagine it should be something super simple that i got wrong, but if someone could take a look and let me know what i'm doing wrong i would really appreciate it. Here's a simple file showing where i'm at now Big thanks M odforce_pc_loop_problem.hip
  12. Hey, Just recently played with this kind of shot for the first time. You need to tweak the vel vectors quite a bit till it looks right. Also, do you have your object animated, moving in one direction i mean? Thats really gonna help you get the 'dispersion' and 'cone' shape that u usually see.... Hope it helps...
  13. Loops do confuse and intrigue me! Waiting for some info on these....
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