Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 06/05/2026 in Posts

  1. You can also use the measure sop in volume mode and measure by piece and then in the reverse sop you can just say @volume<0 so if there any negative values you reverse them
    1 point
  2. vector p = @P; // Center control, optional p -= chv("pivot"); // Scale the cellular pattern p *= chf("scale"); // Rotation controls in degrees float rx = radians(chf("rotate_x")); float ry = radians(chf("rotate_y")); float rz = radians(chf("rotate_z")); matrix3 m = ident(); rotate(m, rx, {1, 0, 0}); rotate(m, ry, {0, 1, 0}); rotate(m, rz, {0, 0, 1}); // Rotate the cellular noise space p *= m; // Directional stretch makes the rotation visible p.x *= chf("stretch_x"); p.y *= chf("stretch_y"); p.z *= chf("stretch_z"); float f1, f2; vector pos1, pos2; vnoise( p, chf("jitter"), chi("seed"), f1, f2, pos1, pos2 ); // Border calculation float edge = f2 - f1; float border = 1.0 - smooth( chf("border_width"), chf("border_width") + chf("softness"), edge ); // Cell color value float cell = rand(pos1 + chi("seed")); // Final result float result = lerp(cell * chf("cell_brightness"), 1.0, border); @Cd = set(result, result, result); f@cell_border = border; f@cell_value = cell; f@cell_result = result;
    1 point
  3. not gonna pretend that I understand this technique but there were a few issues with syntax of parameters that probably changed throughout releases, so changed them and I think now it's working again here is the updated file volcano_001.hip edit: tried to wrap my head around it and copied the setup with the sparse solver: volcano.sparse.18.5.hip
    1 point
  4. Some of your settings are bit strange, maybe you want to use them like that not sure. But i did some cleanup and tweaks to your initial tank, to use narrowband and adaptive solve to make it faster so you can push more details. broad_splash_02.hip
    1 point
  5. And a simple example file attached this time... lidar2heightfield_bunker_01.hipnc
    1 point
  6. Hey James, I would approach it in a different way, check it out: first of all, packed rigid bodies act like particles so you can use the pop wind instead of the wind force (and all the other pop forces, this give us a lot of forces varieties) Here's how you can set this up: To make statement run multiple times it must be inside the dop network (use a popwrangle for this) Idk how to make the pieces scale up or down using vex (never thought of that) so I would do it using the primitive sop. To use the primitive sop you will need a sop solver. To use the sop solver with the bullet solver you must connect both using a Multi Solver (I know, it looks complex but it's a very common technique, you will see yourself doing a lot of multisolvers in th future) Here's how it should looks like: Inisde the sop solver you can set things like this and use the scale parameter to scale individual pieces based on some other attribute (age in this situation) (Inside the sop solver you can do stuff you'd do in sop context, affecting the dop net stuff) It looks like it's working fine now, I hope it can makes some things clear for you Cheers, Alvaro Plant Debris scale_fix_02.hipnc
    1 point
×
×
  • Create New...