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  2. Here is my simple setup if someone still want it. https://www.dropbox.com/s/b1enflqodil966b/H_S_005_fracture_deforming_object.hipnc?dl=0 Thanks
  3. Today
  4. Thanx so much Albert and Tomas. I got the gist Cheers and thanx again; AJ
  5. Yesterday
  6. Remesh using scatter points

    Hi, im trying to create a reptile scale tecnique, using points scattered along curves on a mesh where i'd like the scales, and i came across this amazing work by psop creating a chameleon.(https://cghow.com/making-of-jbl-chameleon/) Does anyone know how you can go from the first mesh which is the classic quad meshed character, to a remeshed version based on connecting all the scattered points on the mesh? i've tried everything i can think of... 1.triangulate2d, then restoring positions, but its not good for complex mesh shapes. 2.tetrahedralize, not so hot as cant tell it to only grab points from the surface of the mesh, it goes mad connecting innards of the mesh like a lattice. 3. i then tried "point iso cloud" which is great for laser scan reconstruction, and uses my custom scatter points to make the mesh BUT does not result in a mesh that uses my scatter points as the actual mesh points. 4. is there any mileage going down the vex route, creating a UV, then instead of searching for nearpoints in 3d space (where you could grab near points that arent actually connected on the same part of the surface of the character), and instead search distance on the UV positions of the points? 5.voronoi fracture the mesh using needed scale position points(scatter), then trying "compute dual" on the divide SOP. this feels quite close, i just need the mesh thats constructed by connecting the scatter points making lots of triangles; once ive got a mesh with the points of the connected triangles at the centre of my desired scale positions i can then compute the dual and HURRAH! ive been smashing my head against a wall for days now, id really appreciate some brain power as i think ive burnt all mine out!! cheers J Atomic14
  7. alternatively Divide SOP with Remove Shared Edges will do the same
  8. Clusterin Pyro on the y axes

    also have a look at upresing your sim, you don't always have to sim everything super hires to get good details there are a few threads about that, for example:
  9. Ice cream scooping effect

    Hello there magicians, I had this problem where I wanted to create ice cream scooping effect but so far I had no luck at all. So If anyone has any ideas on how to approach such effect would be very grateful for their help. Here's a video reference of the effect in mind. Thank you so much in advance.
  10. Strange Smoke issues

    Hey all, so I have a explosion, but the smoke is like small Squares...that's very strange. What I make wrong...the smoke shouldn't be squares but normal... (I hope everybody understand me, what I try to explain) I hope someone can solve this problem... it would be very nice edit: one file is damaged so try the other Smoke explosion problem.hipnc Smoke explosion problem.hipnc
  11. Underwater explosion

    hey man curiosity. did u manage to solve this ? because im going to do something like this too and im blank .
  12. If you have your values in an array already, you can identify lowest with min() and then simply check if(value==minvalue)
  13. For loop expression

    thanks that fixed it!
  14. Ball(clew) of wire

    Hello, there is a task to make a similar ball of wire (the wire fills a limited volume, keeping in turns), ideally animated (show how it roll up) What i want to get: I achieve this result (far from optimal, using popinteract with popnet): As I understand it is necessary to move towards the simulation of the rope.
  15. Hey everyone, given a group of points within a search radius, I want to keep only the point with the lowest attribute value. So basically 4 points are within 3 units from each other and I want to keep only the point with the lowest value of an attribute I have derived. I thought the new fuse 2.0 sop in 17.5 could do this but If it can I am not using it correctly. Any idea's? I can use a nearpoints and throw the points into an array but i'm stumbling on looking into that array and identifying the lowest value in the 1 to N points that are within the search distance. Thanks, for any guidance.
  16. (Sorry there was a bug in Odforce there: couldn't edit or type in that comment, had to sent) Anyways.. I mean something like this: So not only over that whole line, but really from an outside source. But i didn't know about the width attribute yet.. How would you do that?
  17. UV interior faces of Dynamic Fracture

    How this can be done using packed geo and material stylesheets? I replied in another post regarding similar problem:
  18. I'm getting stuck with similar problem. In my case I don't pretend to make additional DOPs but I need to deal with the "new pieces" in SOPs. I would like to unwrap the inside uv of the generated packed geo right after its creation. My first fail approch was trying to unwrap the inside group after the DOP I/O but with this I get UV updated every single frame, I would need to just unwrap once each new generated piece. There's a second problem, if I use "recursive" fracture by increasing the Maximum Fractures under the configure fractrue, I miss unwrapping the secondary ones since the old "inside part" becomes an "outside one". I would like to manage this setup using the fracture solver (not pre fracturing geo) and using material style sheets in order to deal with all this packed geometry. Since I'm also trying for the first time the Quixel plugin, I'd like to make it happen with quixel megascans objects and materials. Anywhere to start looking into this? I would like to learn more about material stylesheets and packed primitives and I think this is a good example.
  19. Flowmap direction

    Hi, very rough ideas based on your example: if you construct the surface by a curve you can use a width attribute along the curve, which determines the local width of the river. This attribute can be used to control the speed. Another attribute can be the curve's derivative (call it D, which is a vector). the y-component of this derivative determines the gradient, which should also influence the speed. Use something like abs(D.y) / length(D) to get the relative amount to be multiplied with the maximum force.
  20. Iteration box doesn't grow ?

    Yes @tmdag, beautiful. I hope someone can answer my questions from my previous post ?
  21. Cache heightfield erosion?

    can't see why saving your volume to disk would not work
  22. Flowmap direction

    would be easier if you could post your hip file.
  23. Iteration box doesn't grow ?

  24. For loop expression

    just create 'null' object inside the loop (just after 'repeat_begin1') and reference it instead of referencing 'attribcreate1'. you 'attribcreate1' has same value on each iteration because it is not within a loop.
  25. Transforming a Subnet

    Annnnndddd I figured it out right after I posted. All of the objects in the subnet need to be wired/parented into the same input that will be in turn parented to the null. So, I made another null inside of the subnet, renamed it 'OUT', parented it to the subnet input #1 node, and in turn parented everything else to that OUT null. And wiring things like that, it appears the 'Child Compensation' flag is unnecessary. Hope this helps someone else. -- mC
  26. Transforming a Subnet

    I have a subnet that is comprised of a bunch of RS lights (that have to remain on the OBJ level) and geometry that represents a practical light setup. I need to animate all lights and geo as a single entity, so I've dropped down a null and parented the subnet to it. 'Child compensation' is turned on in the null to get the subnet to move, but for some reason the objects below move in the opposite direction of the null transform, and it appears to be a double translation as well. Has anyone ever seen this? What can I do to get the subnet to cleanly inherit the the transforms of the null? This can be replicated by dropping down a sphere, collapsing it into a subnet, then attaching it to a null. Thanks. -- mC
  27. in situation described above, you could use 2 edge group nodes. First one: selecting all edges Second one: (with same name) selecting "unshared edges" and set its merge to "substract from existing" - this way you will get automatically selected shared edges. which later on you could pass to dissolve. if you are able to select your half edges in vex already, you probably have their points so you could use function like: setedgegroup(geoself(), "myedges", srcPT, dstPT, 1); to create edge group based on your points.
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