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tfreitag last won the day on May 2 2018

tfreitag had the most liked content!

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  1. River

    ....i think its not the stones textures, more the composition. its in nearly center of the image. and there is no movement happening, like big water interaction. either move it out of the center or make it regarding movement more a „rock star“....lower it, so more water could interact and splashing with the stone. maybe, you could also let the shader look more wet.
  2. Hi, I am trying to deforming a pointcloud with lattice SOP. This pointcloud containing a v-attribute (vector) which doesnt rotate/orient right after deforming. How can reorient (rotate) my v-attribut properly? thanks, tom.
  3. Read the offset form $YMIN, $YMAX, $SIZEY

    you could use the bbox expression. $YMIN ect. is a local variable. it works only on few nodes like transform node. so the equivalent expresion: $YMIN --> bbox("../node", D_YMIN) $SIZEY --> bbox("../node", D_YSIZE) etc. hope it helps.
  4. Sorting and Remapping Attributes

    thanks for sharing the python approach. good to have a alternative solution.
  5. Sorting and Remapping Attributes

    perfect!! thats what I want. i did the vex code in point mode...so detail mode and the loop over you point is way to go. thanks!
  6. Hey, I have the following issue. I have an ID attribtues wich looks following: 0,0,0,1,1,344,344,344,344,999,999 Now I want increase by one, like so: 0,0,0,1,1,1,2,2,2,3,3,3 I tried a lot i.e. partition sop, loopings with vex...but no success. Does anyone have an idea? thanks. tom
  7. Showreel 2018 Tom Freitag

    thanks guys ...its really motivating to get nice feedback!
  8. Showreel 2018 Tom Freitag

    Hello, I am FX/CG generalist. Here you can watch my new showreel compiling some work for feature film, commercials, personal work and R & D. I am available for freelancing remote or berlin based studios. Breakdown: https://www.dropbox.com/s/94tmwcmkmk279c2/breakdown_reel_2018_tomfreiag.pdf?dl=0
  9. going crazy with advceting points (vdbadvect)

    hey atom, thanks for you advice with converting both sides(density and vel to vdb) this helps. the smokesim is very lowres, without resampling i see the voxelgrid on my cloud.
  10. going crazy with advceting points (vdbadvect)

    hey atom, here is the file attached advectpoints.rar
  11. hey, here I have file where I try to advecting with vdbadvect inside sopsolver. the points going crazy. if i raiseing the substep it getting better, but its way to slow...because i will advecting 90mio points. Maybe there some bad velocities or the resize container? hipfile: https://we.tl/8OLaIq8Upx any solution would be nice. thanks in advance. tom
  12. folding smokesim

    hickstein, thanks, thats amazing! ...the solversop setup is exactly what i need. i try to implement alejandros surface tension model to enhance the folding effect. here is the site: http://www.gridmarkets.com/alejandro-echeverry thanks so far. tom.
  13. folding smokesim

    thanks hickstein for your help! i tried to use a sop solver together with the smokesolver, but i don't get it to work. if anybody have an advise how to setup the sop solver in conjunction with smoke solver, would be great. then i could convert the incoming density field to an sdf with vdb convert inside a sop solver per timestep? ...or should I advect the sdf field? any advises would be great. thanks, tom
  14. folding smokesim

    hi, I have to make an ink effect, with solid looking folding plumes. Now I would like to use the idea of Pazuzu(alejandro) to enhance the folding effect of the plumes. Inside my Smokesim (DOP) I would generate an SDF from the density, generate Curvature and use this values to drive divergence field. On high curvature are it would push it inside and low curvature are I would push it outside. My problem: How to convert the density to an sdf field inside dops? I found sdf to fog microsolver but not the other way around. And is this a good way to push the folding effect, with divergence field driven by curvature? thansk in advance. tom.
  15. Boolean and Voronoi Fracture problem

    i also had similar problem. my guess: boolean is very very acurate and can give some very tiny little face, which problably bring the voronoi fracture sop in some troubles. my workaround is to use a remesh, for nice distributed polys. i also come in trouble with subfractruring with boolean again. the first boolean pass works fine. but when i subfracturing the boolean again it almost impossible get any or a nice result. my guess: the first booleanpass produces non manifold meshes on the edges(i.e. when object and fracture geo have different mesh resolution) ... here i build new mesh with vdb. this works fine....but with all the remesh and vdb workflow you will lose a lot of high frequency mesh details...or you have to work with high dense and very heavy meshes. i would be happy to hear from other experiences or workaround.