Jump to content

charleyc

Members
  • Posts

    10
  • Joined

  • Last visited

Personal Information

  • Name
    Charley
  • Location
    United States

Recent Profile Visitors

1,135 profile views

charleyc's Achievements

Newbie

Newbie (1/14)

0

Reputation

  1. Ok I figured it out. Not sure if it is the most elegant of solutions, but it works. Here is the file if any one is interested. floating-orient_002.hipnc
  2. Hello I am trying to float some debris on a water surface. I have a buoyancy setup that works great for position that allows me to float on an sdf. However, the orientation of the debris will just freely spin around. I need to to somewhat realistically stay upright based either on the debris shape, or a preset up vector. I have two scenes that I have attached. One is just the buoyancy setup, the other is my feeble attempt at using the orient and an up vector to create a torque force....it is not working Any help would be greatly appreciated. Thanks Charley floating-orient_001.hipnc floating_001.hipnc
  3. Yes, thank you. I was aiming for density. I now realize though, that the Gas Analyse op will give me this same result (once negated), I assumed it was wrong because of the crossing artifacts, but the Field Vop is giving me the same issues when using density. Temperature looks better, probably because it is smoother. I think I will need to smooth the data before I use it. Anyway, thanks for the help. That expression was my missing ingredient btw... Here is the result I am trying to achieve go to about 13:20
  4. I am trying to get data from a volumegradient op in a pyro dop sim. I have tried it in a gas field vop, a vop force and a sop solver. I have included a sample file with the setup in the gas field vop and alternatively in a vop force (unhooked node in the scene). I can't imagine this being too difficult, but I am at a loss. Any help would be greatly appreciated. Thanks Charley. pyro-densityGradient_001.hipnc
  5. I created an alternate method using attributes (could probably do the same thing with groups) that resolves any issues of losing animation. popErodeToParticles_002.hipnc
  6. ah of course although it seems to be crashing for me in 12.5.456
  7. Cool. I have been looking for a way to do this very thing as well. I figured it would have to be done through a solver as bloomendale's example so elegantly shows, However bloomendales's method kills the deformation animations once it hits the solver. Is it easy to fix that?
  8. Thanks Juri. That is a useful way to achieve my alternate method. However, it is still generating multiple particles for each input point. I was hoping there was a fairly straight forward approach to passing points straight into a POP network. Thanks again
  9. I have a set of points that are part of a flaking effect using Spring. At a certain point (based off the distance from rest) I want the points to become particles and have them in a POP network where I can do whatever I need. I saw an earlier post about this that showed two methods for doing this, one involved pre-caching the points and the other was to use a DOP network (the one I preferred). Both seemed work when my points are all there at the start frame. However, I need them to come in once the distance threshold is met. If I use a simulation start frame for each frame ($F) i get particles created off all points at each frame, even if they had already generated a point. Basically I want a point to only become one particle. Also, once i get particles inside the DOP network, the forces and collisions inside the POP Solver dont seem to work. I am hoping this is the simplest way to go about this effect. Alternatively I would try to create a 'life' for my points lasting only a frame or less, so that I can simply read them into a POP Network source at each frame and they would only spawn at each frame. Any help would be greatly appreciated. Thanks Chalrey pop_Disitegrate_002.hipnc
  10. Is there, by chance, a windows version available?
×
×
  • Create New...