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magi

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    Peter

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  1. Actually nevermind I have this working through dops, I didn't realize I can randomize the initial state from the clips I made in clip properties through dops. All good now! Thanks
  2. I have 1 long fbx file with different animations in that 1 file. That file and clip name is called actions In clip properties I created slices of the cycles i need like idle1, idle2, cheer1, cheer2, etc In the transition graph I setup up all my transitions like idle1_to_cheer1, idle2_to_cheer1, etc. I tested it with test_sim node and all the transitions work but I can't seem to randomize the initial states in the crowdsource node. In the crowdsource node it doesn't pick up these virtual clips (idle1, idle2, idle3, etc) I made, it only finds the first clip called actions which contains all the actions. I want to randomize my initial state with my idle clips. I'm not sure what I'm doing wrong here. Is this the correct workflow for using clip properties? Thanks for your help
  3. thanks guys for your help going to explore both suggestions
  4. Hi thanks for the link I watched the video which is cool but I don't think it solves my challenge of getting those defined streaks like in my reference image. I
  5. I'm trying to do a space reentry effect but am having some challenges. My reference is here: https://www.sciencesource.com/CS.aspx?VP3=SearchResult&ITEMID=SS2296881 I was trying with pyro but I'm not getting those crisp detailed streaks, I'm finding pyro likes to swirl. I did try with particles and then convert to volume but now I have a lot of tiny spheres. How do you guys approach this type of effect? Thanks M ship_entry_v01.hip
  6. thank you Christian, very cool! I will study that
  7. ok after posting this I went back and tried something different. I used a plain jane smoke container and it looks to be behaving. I orginalally used pyro because it has cool noise stuff like turbulence, dissipation, confinement, etc I have 2 questions: 1-Is there a post somewhere that show's how to set these (noise, dissipation, disturbance) things up with stock smoke solver? 2-Is is possible to isolate dissipation and noise only when a collision with another volume happens? Thanks
  8. Hello, I have a sop network of a volume sphere where I add some noise via a volumevop as per the pyroclastic noise thread. My volume in this sop network looks great, it has a lot of detail! Now I want to use this detailed volume as the source and initial data for density of my pyro smoke. When I set the detailed volume sop path as my initial data on the pyro smoke object, it looks very blurry in dops. I even tried matching the same resolution as my iso-offset in my sop network. Still in dops my volume looks blurry and all the detail is lost on the start frame? Am I missing a step? thanks
  9. hi thank you for file. May I ask why rest of grid not have fractal? I was looking to have low setting in painted area and high freq setting in unpainted area. sorry if i not clear
  10. Hello! I could use some help to figure out how to get a smooth falloff for an effect. I have grid and i have fractal sop. I want to paint an area where the intensity of the fractal sop is much less than applied to the rest of the grid. How I can do this? I make a test with a grid, grouppaint and fractal sop but not sure how I can soften the fractal effect on the painted points? Thank for help
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