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dpap

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    dim.

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  1. You only have to bake the spectra and the ocean shader will get the attributes from it. It's only one frame and the cache is written super fast, don't worry! If you don't even want to do that just put the render flag on the ocean evaluate and throw an principal shader on it. I hope this helps.
  2. Thank you Mestela. I guess I've learned my lesson now...
  3. I was rendering a sequence of 240 frames that took 7hours and near the end Mplay crashed. Does this mean I lost my render? Is there a temp file somewhere or was it all stored in ram and is now long gone?
  4. I am trying to reduce the stick effect near the collision object. I can't find what is wrong with my setup. Can anyone help out please? Guided Ocean.hip
  5. I did a lot of tests and my conclusion is that this kind of waves occur when you use Guided ocean layer, following a fast moving boat and colliding with a wave created by Oceanwave sop. The intensity of the problem is related with the speed of the wave and the speed of the wavetank. the following image is with wave speed 10 If you use the value of 4 for the tank instead of 10 which is the default the problem is still there but less noticeable. The problem has nothing to do with the collision object. Even when there is no boat but only a moving wavetank the results are the same. A boat moving with 20 knots (see the attached file) is quite fast but not an unrealistic scenario. If you don't use the oceanwave everything works as expected. Raisin the number of substeps to 4 did not help. What is physically correct value for the wave speed? Is 10 wrong value? oceanwave speed 4.i.hip oceanwave and 20knots boat.hip
  6. I am having a problem with the guided ocean layer sim. I am getting some really weird waves that look like spikes. They occur near the beginning or the end of the bounding box . I tried the following things but nothing works: increased the substeps, Layer Size, the Guiding Surface thickness, Lower and Upper padding, disabled the Max Displacement Frame parameter, reduced the Grid Size in the wavetank... nothing Do have any idea what goes wrong ? large ocean problem 1.hip large ocean problem.hip
  7. thanks guys, the boolean works fine for this purpose! By the way...what's the name of the the sop that can clean up excessive points without altering the shape. Kinda like polyreduce... I am sure there is sop that removes points that are aligned. I can't remember the name..
  8. Thank you for your answer Gavin. I am afraid it still doesn't work in my case. Turning on the "patch" option does help but I get 8 patches instead of 10. If I change the sphere from polygon mesh to primitive or even nurbs I do get 10 patches, so I guess the problem has to do with the initial geometry that one uses. If there is no way around this problem there is always gonna be some kind of geo that will make the slicer fail. Could this be a bug? Slicer H16.001.hip
  9. Hi guys! I want replace my old "slicer" that used a foreach and the Clip sop with the new intersection analysis sop. I almost made it but the problem is that the output of the old way was 10 primitives if the slices where 10. If use the intersectionanalysis I get huge amount of primitives that equals the amount of polygons and the produced curves are open (unrolled). What should I do to get 10 primitives (closed) like I had the old method? I tried the End sop to close them but it doesn't work at all. The new polyfill kinda works but it leaves two out of ten slices "urolled".. I want to use the intersectionanalysis sop cause it's really fast. Any suggestions? Slicer H16.hip
  10. Yes I think you are right .Something is going wrong with masking. I made the simplest setup possible and the results just don't make sense. mask vdb reshape 3.hip
  11. Hi Ben. Thanks for giving it a try. I am afraid however that it doesn't work. If you use higher offset we should see the hole close more but nothing happens both in my version and yours. I made an example that achieves the closing of the hole without affecting the rest of the geometry but with the use of VDB Combine nodes just to illustrate what should happen with higher offset values. The reason I want to use a masked vdb reshape is so that I can paint the mask attr in the region I want to protect. mask vdb reshape 2.hip
  12. I am trying to mask the Close operation so that it is only applied in the spherical gag without affecting the rest of the shape. I am doing something wrong but I can't figure what. Can anyone help out? Thanks! mask vdb reshape.hip
  13. I want to split (not in terms of time but area) a high resolution image sequence that I have in Cops into an an array of smaller images. I want to print each frame it as an 3x4 array of A4 pages (210mm*297mm). Animating the Offset of the Crop node but I don't know how to save each cropped area into a different file. Or in the case of of a video wall, how can I split my sequence so that I have smaller ones? (one for each screen) I guess I could do that in Photoshop using the Slice tool and doing "Divide slice" for each frame but is repetitive. Is there a way to that in Cops so that I can avoid Photoshop? Any ideas? edit: A silly idea just occurred to me. I could set up 12 different ROP outputs ! I know it's not the brightest idea.. Is there an alternative using a single ROP?
  14. I am trying to modify the "paintfogvolume" digital asset so that it has an erasing function as well. ( Setting density to -1 at first seemed to work as erase but you can't paint/add fog again, in areas that you erased) So I thought of using "grouppaint" to define with a brush which edges to delete from the curve that the "drawcurve" creates. The concept works but building a new interface for the modified digital asset is tricky. How can I expose the handle of the Grouppaint node . Right clicking on the handle itself doesn't give me the usual option " export handle to digital asset". And how will be able to choose which handle of the to use? There is already a handle from the Stroke node , if I export the one from the Grouppaint as well how will I be able to choose between the two, so that with the first handle I paint and with the other I erase? paint_or_erase_fog.hda paint_or_erase_fog.hip
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