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polterizer

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polterizer last won the day on July 30 2015

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    carlos

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  1. hey, havent see this post before, you can make wake forces instead collision for more control, collision ships is more complicated about the results as you want, also you can make mixed collison less velocity and wake force . hope helps Carlos
  2. hey sergei that is awesome, thank you! cheers Carlos
  3. hey sergei nice job that, how could you puit them as disappering by age distance or something instead of generating infinity waves? thanks and good job! cheers Carlos
  4. Hello, i m tring to find the skin_SSS shader one but i cant find , only i see in old versions of htoa, any know how i can get the list of aishaders? NOTE: i installed various versions of htoa and they are same about the shaders, only the complete list of shaders works in 16.5 and i am using h17. attach screenshots. thank you Carlos
  5. nice answers, ive found information about the new ww h17 getting problems with the ram, its the windows , some guys with linux says working fine... i must test it with linux for be sure.
  6. hey, yeah, must see a tut, i was testing tweaking stuffs, i dissable the clumping density control and doest fast sim, looks more faster than old one, the problem seems the density control, that makes me 200% ram out, also i increased the voxels for a low density but doesnt make sense. lets see the comming tutorials thanks for the tips!
  7. Hey! Once im testing the new ww, wanted to ask here some points of the new h17 ww : - Seems very slow sim in big flip simulation, 4x more slow than the old ww of 16.5, probally my bad but i leave most default just for test lol... and i dont use the opencl, also disable stiffness "constraint stiffness as 0". any know what is doing slow? sometimes crash the pc more than 200% ram used.. - One thing interesting for me is i am seeking where i can disable the spray and bubbles? where i can control the spray? . thanks cheers Carlos
  8. not exactally, i want export the vel of the smoke wheres moves into the path curve... not the curve vel... because it will affect in other sims.. example look the screen.. i know one solution is multiply with the density for remove outside smoke vel, just curious to see if is there other better way because still have smoke+curve vel.
  9. Hello guys, i am trying to get only the vel of smoke using wiith "gas curve force" but i see 2 vels, the smoke + curve.... how i can get only te smoke vel? NOTE: i tried multiply vel with density (@vel*=@density;) but that is not what i want, still have 2 vel as density form.. the idea is just export the vel of smoke only. any ideas? hip at bottom if you want try. thanks in advance. smoke_curve.hip
  10. Hey someone tried the rest,rest2 of flipsolver and texture as correct? im trying to that and doesnt looks fine, dont sure what more i need for i get as correct, ive tried convert both rest into uv, still bad, if someone know that i would apreciate to get more info about this. thanks in advance cheers Carlos
  11. i think got it, was very easy, just create 2 fields in vdb sop density and temperature. cheers
  12. Hey! Im trying to figure out the way to transfer the "age" from pop to volume as "temperature" for change color, ive tried volume from atribute as transfering but doesnt work, im using volume rasterize point for that, would be nice to see color as temperature in volume visualization, i will try to figure out, if you know any trick to do would be nice help for me ! thanks in advance! cheers C pop_volume_temp_color.hip
  13. yes but without convert volume, just blend these particles without change the Ptnumbers, velocity if there is, etc.. thanks!
  14. good but that is not what i need, i made attrib transfer blend color just fast for you see where i want smooth/blend together in this zone, btw your fallof is nice, thank you cheers
  15. Hey! Im figuring out to blend these red borders or smooth that zone or something, im not good using vopsop, have tried smooth sop, etc.. if you know any solution would be apreciate it, there is images for you see what i mean and the hip file. particles_blend_border_v01.hip thanks in advance! cheers
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