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Showing most liked content on 09/20/2017 in all areas

  1. 1 point
    I want to share a little tool I made for grooming feathers. Its a set of 6 nodes, one base node and 5 modifiers. Super easy to use. Just connect them and.. there you go - you got yourself a pretty little feather. You can layer modifiers as many as you want. Any feedback is super appreciated. https://www.dropbox.com/sh/8v05sgdlo5erh0b/AADSfadqkxgPOBVeaGr2O49Oa?dl=0
  2. 1 point
    Use the make loop shelf button found on the games shelf. Set your start and end frames of the part you would like to loop and pick the number of loops.
  3. 1 point
    This would probably require a two stage effect: 1) the hiding of the bubble mesh (in a shader) 2) the emission of liquid particles. Both should be driven by a similar reveal mask. You can create the reveal mask by calculating the cost using a find shortest path node. I would probably duplicate the shortest path node so I get two sets of geometry out of it. The first being the original buble geo with the cost attribute - this can then be remapped to create a black and white mask that is animating the hiding in the shader. The second is a set of curves that create a growth pattern similar to a bunch of lightning bolts/ branching curves ( I think the entagma guys might have done a tutorial on this). Then you can use those curves as your emission geometry for your particles (probably using a blend between surface normal and curve tangent normal as the emission direction) - and using the black and white mask that you are using for your shader to trigger the emission of the particles. Good luck!
  4. 1 point
    A bit of progress with this bad boy
  5. 1 point
    how can do that? Thank you efftects challenges!
  6. 1 point
    Ok, ill bite here. Ive been wanting to understand these effects for awhile, so maybe this will spark some experimentation. Heres my initial idea for making it work. I'll spend a bit more time documenting the process tommorow, but heres the basic steps. Its all done in a solver node: 1 - resample a line, adding a point each frame (alterable with an attribute) 2 - avoid_force - use a point cloud to sample all the nearby points and create a vector that pushes them away from each other 3 - edge_force - measure each line segment and create a force which attempts to extend the line to a maximum distance. (this was difficult as if you have a totally straight line you never get any interesting motion. My crap solution was to turn the direction vectors into quaternions and slerp between them) 4 - add up the edge force and the avoid force and move the points a little bit along that vector. 5 - use a ray sop to make the points stick to a surface. As long as the movement is not too great, this isn't too bad. I've ran out of time to tweak this tonight, hopefully i'll get back to it soon. This version barely works! Id love to see other peoples ideas for how to create this. sopsolver_growth.hip
  7. 1 point
    It is simple. Put attrWrangle inside sop solver after bullet solver step; Set Mode to detail; Put Geometry in first input and impacts in second; Type this code: int iter = npoints(1); for(int i=0; i<iter;i++){ int impactObjId = point(1,"primnum",i); setpointattrib(0,"active",impactObjId,0); } OR just check the attachment (: EDIT: well you are fast !!! (: (: DOP_Bullet_RBDPacked_impact_deactivation.hipnc