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Showing most liked content on 03/24/2020 in all areas

  1. 2 points
    Threw something together quick, might get you started dv_smoothcurve.hipnc
  2. 2 points
    Hehe .... try this.... description is in scene ..... sensitivity is keyed for every input geometry because they are very distinctive but it works properly on all geos you provided. keep_outer_side_examples_djiki.hipnc cheers
  3. 1 point
    your loops were not exactly within each other, just one after another and the first loops were single pass only anyway here is reorganized file, purely to make it work, some intersection shapes seem to be "inverted" so you may further need to work on the logic IntersectionsForLoops2_mod.hipnc
  4. 1 point
  5. 1 point
    someone had a nice solution using qLib somewhere...racking my brain now.
  6. 1 point
    patterns and music DOne yupiiii me
  7. 1 point
    in that case just dive inside of Pyro Solver (Sparse) DOP, you'll discover that it's just an HDA containing Smoke Solver (Sparse) and bunch of Microsolvers plugged to it, Disturbance is one of the microsolvers and you'll see it plugged into Forces of Smoke Solver, and also pyro's Forces input merged with it, so one look inside immediately answers all your questions result can be different however even with the same settings, as you can see there is Shredding and Turbulence in the way, so using Disturbance in Shaping tab applies it before those 2, using the same Disturbance in Forces input will apply in after those 2, and since all of them modify vel field and disturbance depends on speed of incoming vel, results may differ depending on the order
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  10. 1 point
    I know this is old, but I found a way to get colour to the mesh light using cops. Once you've uv'd the object you can bring in the point colours using the sop geo node in cops, then use this method I found in another post: then you can import the cop network into the texture of the light mesh using the op: command. (op:/img/copsnetwork/OUT) - no parenthesis K
  11. 1 point
    Here is an interesting video :-) Hope this helps
  12. 1 point
    As you described, glue constraints will hold together until deleted or collision. A force breaking on glue constraints does not work. If you want to use forces you would have to use the cone twist or similar constraints. So your file looks fine to me. Setting the active value also looks correct. I found a file from an older post I made where the conetwist and the active value was used. Check it out to better understand and see one way of how to set it up. Hope it helps. Dennis active_with_constraint_v01.hipnc
  13. 1 point
    The reason why your constraints are not working is because you are using the RBD solver and the constraints for Bullet. I would recommend switching your solver engine to bullet or use the RBD constraints. Although i find them not so easy to set up as the ones for bullet. For your specific effect you might want to try the cone twist constraints. Since they can give you some "bending" before they snap. Glue constraint only gives you on or off. Hope that helps. Dennis
  14. 1 point
    while you can perfectly use Sopsolver and do it on your own probably easier is to use POP Source, since it already has many options you may want just set Emission Type to All Geometry, then you can type creation rule (like $FF%3==0) directly in Inpulse Activation, use velocity/attribute inheritance, ids etc as well to avoid multisolver, use RigidBody Solver which uses it internally so you'll get nice pre and Post-solve inputs to plug POP Source to, simple and efficient ts_emitpacked_popsource.hip
  15. 1 point
    For something like a quiff, you can use a few selectively placed clump hairs with the tightness ramped up. You can use any curves you like and you can use the same curves as guides, you just need to make sure they have the correct attributes, clumporigin/clumpshape for the clumps and guide origin for the guides. If you are going to simulate then it would be nice to have the klinear and kangular on those guides too. Here's a simple quiff - WD quiff.hip
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