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## Popular Content

Showing most liked content on 07/12/2016 in all areas

1. 4 points

## Learning VEX via Animated Gifs - Bees & Bombs

Have started to dabble in VEX now, thought i would try my hand at one of the easier ones to get my feet wet not 100% like his (my speed is and amount of offset I think is off) but was a good introduction! https://beesandbombs.tumblr.com/post/145701615464/noise-floor-hd-remake-of-this-older-one mountain_gif.hipnc
2. 1 point

3. 1 point

## Getting vectors from edges

// Point wrangle. vector edge_dirs[]; foreach (int nb; neighbours(0, @ptnum)) { vector pos = point(0, "P", nb); vector edge_dir = normalize(@P - pos); append(edge_dirs, edge_dir); } vector edge_normal = normalize(avg(edge_dirs)); @N = edge_normal; Here the sample code for edge normal vector. After foreach you have an array of normalized deltas between point and it's neighbours. If you need true length vectors as an array attribute, you may simplify the code to something like this: // Point wrangle. foreach (int nb; neighbours(0, @ptnum)) { vector pos = point(0, "P", nb); append(v[]@edge_vectors, @P - pos); }
4. 1 point

## Explosion Trail Problem

Hey , i suggest you use particles for it , or animated geometry or a combination . You can use temperature diffusion to transfer temperature and ignite fire in a sequence . I quickly tried a couple things to get a similar motion . I didn't have time to refine it much. I'm still learning myself . Check out the attached files . Hope you find some ideas from it . Let me know if you don't get any questions ! test_07.hipnc test_08.hipnc test_09.hipnc
5. 1 point

6. 1 point

## Substituting geometry in DOP Dynamics

hey shawn, is your file set to 240 fps on purpose? are you trying to make a slo-mo? about the last geo node in your autoDOP, I don't think it's the best way. might be better to simulate with a light version of the bowl, then dopimport it to the real bowl geo and use the dop transforms only.
7. 1 point

## Cell expension algorithm suggestion

Been experimenting with this tonight, might give you some ideas. Did some tests a while ago with pops, replicate, interact, which works, but limits you to spheres. Was curious if you could replicate more interesting geometry. Tried with packed rbd, wires, then the grain solver, which shows the most promise. I've been doing lines (the image in my head is longish bacteria cells), but could probably be modified to support other shapes. Its not perfect, grains/pdb inherently gives you a harsh jerk when it detects collisions and does an instantaneous position change to correct it, but its very fast, and quite stable. The nice thing about this method is it uses a sop solver next to the pop/grain solver, so you can do sop tricks to do your cell division effect. It looks more naturalistic with some wind noise and drag, but I've left them bypassed so you can see just the grain solver and sop replicate do their thing. Playing with the grain properties gets all sorts of interesting effects (this is the tamest one, others do pleasingly wriggly worms or intersecting pile ups), fun stuff, albeit not exactly controllable. bacteria_v04_grain.hipnc
8. 1 point

## Rocket pop smoke trail

i think found solution, just point vop as age > fit > density before connect to volume rasterize point, im testing now, also will play with LIFE , hope i can get it correct
9. 1 point

## How to calculate divergence of a vector in Volume VOP?

divergence.hip finite difference divergence, the difference of neighboring voxels, summed over all axes, regularized over the step size of the grid, from a cfd standpoint atleast. good fluids cheat sheet http://http.developer.nvidia.com/GPUGems/gpugems_ch38.html
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