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merlino

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  • Birthday 07/30/1978

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    marco.merletti

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    Marco
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  1. hmmm ... that's strange, as my setup isn't working without this line, actually using pscale attribute. In order to make it works we had to add this line at the end of the geo wrangle ... maybe is something related to this specific release, 19.0.561, not sure as we can't use newer version for Arnold compatibility, but I'll do a test with a newer 19.0 release on my home pc. Thanks for the advice
  2. that's the line of the year for me Thanks Henry!
  3. I think the point is that you should use PopAdvectByVolume, then it will work.
  4. Sure you can include a color assignment in an otl. Just put a material network into your otl, put a material sop node and point it to the actual shader created into the material network. Then you can promote what you need (Color diffuse I suppose). The point Johannes is making is that UV quick shade SOP isn't supposed to assign shaders to your geo, it's just to see if your uv works well with a texture (you get there with less clicks ...) it's for testing. Then you can assign a shader knowing that all works fine.
  5. Jim, if I get it right, you should accumulate the amount emitted at each frame. In SOP you can use a volume reduce and set it to "sum": this way you know the density (for example) emitted in that particular frame. Then a simple geometry SOP, so you can accumulate the attribute (maybe after promotinig it as detail). Not sure it's what you're looking for anyway ... Cheers! Marco
  6. Hello Gaël! Really interesting setup! About the particles emission, I think you should look inside the "Debris Source" SOP node. With small modifications I think it will do the work! Cheers, Marco
  7. Well, it's actually working in your test scene. You can check enabling/disabling "Allow Motion Blur" and rendering: you'll note some difference, even if the fluid res is low. If you're using the shelf tools, it's imported automatically, in the DOP io node. If not, just set "Smoke" as preset for the Dop IO node. It's also possible the difference is just small, so it's hard to perceive it.
  8. Hi Masoud, make sure you imported the vel fields from sim: without them, there's no motion blur. Also check the mantra node, and make sure "Allow Motion Blur" (in Rendering tab) is on. I hope this helps. Cheers! Marco
  9. Hi! What are you rendering? It's a sim? Is it cached on disk or is simulating and rendering? From those messages is seems like the video card is running out of memory, but if it's just a render and not a sim running on OpenCL ... that's strange. Can you share the hip?
  10. Well, the particle "launches from the same point every time since the starting frame is always the same" it's true, as rand is a pseudo-random function. If you need some variation you'll need to create some sort of seed, so you can put $F+n (with n as any number, like $F+354 or $F+387.24) or $F*n. You can also add a parameter and use it as seed, so you just change that value with a slider and not hard coding it. EDIT: it should be something like fit01(rand($F+354),2.3,2.9) and you can change 354 (n) as you want
  11. Some year ago I made the same effect and I used a smoke sim: the emission was from the terrain itself (maybe you can scatter points over it and apply some noise to give him some variation over the emission) and the smoke solver take care of the rest (with a wind force + noise). Then you can mix it with some particles advected by the volume itself.
  12. The new FLIP Source will create 2 things: a surface and points. You can work on the points (for example using an attributeVOP) to modify their "v" (velocity) attribute with a noise or giving them the velocity you want. It think you'll have actually more control this way. Let me know if it works! Cheers!
  13. Happy it worked! Remember you can always MMB over the pyro/smoke solver (starting from the 2nd simultation frame in most cases) and see which fields you already have to work with.
  14. You can try putting "pressure" as the control field for your turbulence. Then you can work with the ramp so you can control where it will be working (high pressure or low pressure areas). Visualize it so you'll have a better visual feedback to understans what's happening. Cheers!
  15. If you're not using OpenCL you can also enable the asset modification, find the "forcescale" binding and set it as "vector" type. Then put a length node after it. This way you can leave "vel" as control field.
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