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tannedfx

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    Tanner
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  1. Hi everyone, I am dabbling with volumes recently and I wish to know how can I have a fall-off of volume, gradiently? (see image attached). I have zero to minimal knowledge of volume vop. Forum Users talk about volume sample and volume gradient when I search on forums regarding this issue. **Additional Info-- Better still if I can control, say, point A is densest and point B is thinnest.** Thank you in advance.
  2. Hi guys, How can I go about doing a fast moving torch with fire at the tip? I increase the sub steps to 6, remove the resize container and set a fix size container. The fire doesn't seems to "follow" or behave properly. What did I do wrong? Thanks guys Cheers
  3. hey mrcoolmen, Appreciate your help. I tried the hip file u provided but its not working. Thanks
  4. Hi all, How do I do a "split on contact" on particles in the popnet(H13 onwards)? Did they rename the node or put it in somewhere? I can think of this method where it's based on the numhit of a particle, I can have an expression for the emission attribute: $numhit>1 Thanks in advance!
  5. yea, it works, thanks! I have read it from somewhere about not visible in viewport and got to render it to see the results. I am trying the instancepoint method now and I'm having trouble.
  6. hey! Appreciate the hip file, explored it and kinda understand what it does but it seems like it's not working. The results doesn't seems to show.
  7. Hi guys, I am having some difficulties with normals. As seen in the image below, I need to make those normals, pointing-up, to point different directions in a more slanting/sloping manner. My method was to group-paint parts with the normals pointing-up and use a point sop to add normals or to affect them but I want to know and try other method. I heard about a way which uses vopsop and 'normalize' and fit range to marginalize the direction. I would like to hear more about this method or other method from you guys, need some enlightenment. Thanks!!
  8. Hey guys, How should I approach this? Randomize texture on multiple objects by 'ids/ptnum' The way I do it was to add id using the point wrangle sop, using the material sop to call in the id attribute. I do not know how to progress from there. Thanks for the help.
  9. yes i know that. I think is my bad, the 'noise' is working fine. The thing is when I convert to VDB and back, the pieces were close to each other, there are some part that 'melt' together. I think I will re-do that part.
  10. Hey guys! Need help in this area. I am trying to apply 'noise' on different voronoi fracture pieces after being simulated(save out as geometry). I know there's a interior details option to play with but the details isn't that great (maybe I didn't tweak well enough). How I approach this is that I convert the pieces to VDB to smooth the sharp edges of the fracture and reconvert it back to polygon and further subdivide it and add a vopsop 'noise' to it but it seems to apply it throughout rather than on individual piece. How should I approach this? I am trying to achieve these crushed nuts(on the floor) seen in this picture. http://d3i6eb8wyeyh2x.cloudfront.net/cache/mid5986025.news Thank you and have a nice day!
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