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Benyee

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  1. You can use SOP volume importing to DOP directly as field to control the sim. mask_field_in_Pyro.hip
  2. There is a shader named "Glow" in the Material Palatte pane, maybe it helps.
  3. Seems that all the chunks attach to the ground, so they look like unbreakable. Maybe you should not ignore the "group" parameter of obj/geo1/vellumattach1, So try to create a point group you want to attach expplicitly before setting the vellumattach, and then use the group as source group.
  4. For the rigid body, I did some post-process steps in the simple file attached. First, I set some proper parameter values for the vellum constraints to make the rigid body rigid enough. Then for the post-process I used the matrix calculated from original geo and simed geo to transform the original geo. Hope it helps. rigid_shape_attatched_to_cloth.hip
  5. This simple example is just for some tips. Try deleting the particles contacted with colliders in a sopsolver, "contacted" can be judged by distance between particle and collider surface, or by some other approaches. And I think you should make some wet map stuff for the absorbtion effect as well. liquid_absorbtion.hip
  6. It seems there were some example files in the old versions, I'm not sure, but I got this one in h18, and it can run in h19 too. I was using gastargetforce to make the attraction, gasequalizedensity and gasblenddensity were used to average the smoke throughout the goal. Hope it helps. smoke_morph_h19.hip
  7. you can try using ray SOP...cast the geo shape along ray dir to the destination surface,couple of times hope it helps conform_to_surface_with_ray_od.hip
  8. for giving you some tips I did some modification for the "plasticity" related parameters roughly you can see the related section about vellum cloth parameters in help docs for details and refine your mesh before sim I also think it's a good idea,just some suggestion,hope it helps Test_v2.hip
  9. you should update normal for each point after reaching 2.8 length,I used some simple matrixes to do that hope it helps N_direction_v2.hiplc
  10. in this case it seems delete polygon faces by point caused the probelm,to correct this,just run the solving of "broken" value over "primitive" instead of "point" hope it helps test_v4_rbd_test.hipnc
  11. try using sopsolver to allow custom attribute "broken" can only change once,and use it to override the orignal "__disconnected" attrib hope it helps test_v2_break_rbd_pieces_once.hipnc
  12. I think you can read in animated attribs in vellum sop solver as well using the similar approach,but somethimes the result may be different from DOP workflow's SOP vellum workflow is actually DOP workflow but limited by default vellum sop solver has no multisolver,so by default you can just modify data in vellum solver, but you can do it after vellum solver by bringing in multisolver animate_vgrain_pscale_v2.hip
  13. you can animate it in SOP and read it into DOP by either Geo Wrangle or SopSolver normally just as animating other attribs animate_vgrain_pscale.hip
  14. maybe it helps https://forums.odforce.net/topic/24830-flipgrains-interaction-setup-hip-file/?tab=comments#comment-144959
  15. I guess you meshed the fluid manually,you can try sampling v from the vel field instead of calculating it with trail SOP
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