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Lyonz

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About Lyonz

  • Birthday 04/05/1988

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    http://vimeo.com/user1481604

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  • Name
    David
  • Location
    UK

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  1. Hey Nate, Nice otl one suggestion i can think of is adding a vortex throughout the curve, I know the quaternion vop can do this but not sure how to orientate it throughout the curve. Maybe someone has an example ??
  2. Resolved the issue by using chops and a modular expression. Expressions.hip
  3. Hi all, Im currently trying to write an expression that not only resets the texture sequence if the animation turns to 0 but also loops using a modular expression if the animation is stays constant 1. The texture im using flashes every 4 frames (2blank) as a muzzle flash. And want this to repeat (Which works using modulus) but if the animation is 0 I want it to reset the modulus so that it will always flash when the animation is 1. Sorry i am not able to provide the textures at this moment in time but really appreciate some advice even if its the name of the expression i need to use. Also I have provided a very basic file of my setup showing what is connected to what. Cheers Lyonz
  4. Hi all, Im currently trying to write an expression that not only resets the texture sequence if the animation turns to 0 but also loops using a modular expression if the animation is stays constant 1. The texture im using flashes every 4 frames (2blank) as a muzzle flash. And want this to repeat (Which works using modulus) but if the animation is 0 I want it to reset the modulus so that it will always flash when the animation is 1. Sorry i am not able to provide the textures at this moment in time but really appreciate some advice even if its the name of the expression i need to use. Also I have provided a very basic file of my setup showing what is connected to what. Cheers Lyonz
  5. Thanks for the reply this works really well. I'm still interested to know though, why increasing the division size on the smoke object changes the simulation so dramatically ? Its as if the simulation gets heavy, however doubling forces doesn't achieve the same results as the low res. Cheers Lyonz
  6. Have now fixed the simulation speed issues i was facing, by writing them out locally instead of through a network. However have noticed that once i get a decent simulation at .5 and then increase the division size to .2 my simulation completely changes, why is this happening ? all im after is more detail ? Does forces need to be doubled when adding double voxel detail ? Cheers Lyonz
  7. Cheers really appreciate it will test it out soon Lyonz
  8. Hey All, Wondering is it possible to convert channel referenced animation to keyframes ? As i am driving a fan in dops by referencing animation created in sops but is not updating the position when simulating. Cheers Lyonz
  9. Think i will ride out the waiting time and see what i get, since i want to see some details in the smoke. Cheers for the advice Lyonz
  10. Yea tried using the opencl but getting similar rendering times.
  11. Unfortunately not at the moment,until then any ideas ?
  12. Hey all, Am wondering does anyone know how to speed up smoke simulations in H12 ? As I am currently working on a sim with a division size of 0.5 and 100 frames is takes approximately 15minutes to cook. Thought there may be a way to put more stress on the cpu similar to increasing the tile size on mantra when rendering. Cheers Lyonz
  13. Hi, woodenduck: Yes pre-fracturing does work as i used that initially but then added more auto-fracturing to my scene. I was mainly interested to know, if there was a method for using auto-fracturing. mdunkley: I agree that fracturing UVs can be chaotic so think more pre-fracturing is the way to go for now. Cheers Lyonz
  14. Hi Mikal, Thanks for the reply, I'm not looking to emit when fractured or leave particles behind,I set the particles to stick on collision at frame one so they are attached. The problem is when the object fractures, the points jump from there original location and want them to stay. I'm wondering how to fix this and is the stick on collision option based on UVs. Cheers Lyonz
  15. Hi all, I have a simple problem with particles sticking to geometry when fractured and wondered if anyone has a solution to this ? I have tried a few methods including converting the geometry to triangles for the pop collision but still not working. Attached is an example file. Cheer Lyonz Sticking Particles.hipnc
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