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loopyllama last won the day on January 31 2016

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About loopyllama

  • Birthday 01/24/1977

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  1. here is my take, very similar to Ultraman bubbles_inside_foam.hiplc
  2. beautiful. I'm a fan.
  3. Hi Alvaro, You can use any points and any normals with my setup. Just throw in a wrangle with @v = @N; before the fluid configure and turn off that curl noise. easy!
  4. Yet another solution: flip is just particles so you can create your vel field in sops and advect the flip particles by the volume. FLIP normal vel_popadvectbyvolumes.hipnc
  5. It is tough to tell from the image. Another guess is that it has non-fresnel reflections at 100%, thus you would never see through the droplets. If that is the case, reduce the reflections and/or use fresnel on the reflections.
  6. I wanna be chief of strike and lightning detonation.
  7. Very cool! It is mildly irritating that I cannot see the rest of the destruction I bet those final frames were really slow to render.
  8. The primary cause of running out of memory is the high voxel count on your low res sim. When you upres it, the voxel count shoots through the roof and you run out of ram. You most likely do not need that kind of resolution. If you uncheck the caching option and you run out of ram you must use a machine that has more ram or lower your voxel count.
  9. Hi Prakash, Your low res sim contains 2.35 million voxels at frame 200. Your upres sim division size is 60% smaller than your low res sim. The upres sim would have had an insane number of voxels. Low res should probably contain around a few hundred thousand voxels with an upres division of 50% the size of the upres, roughly. You are running out of ram. If you *really* want to run the sim at these resolutions you can safely uncheck Dop Network>Cache>Cache Simulation. The idea of this caching is for scrubbing/flipbooking. You are not previewing this stuff. You do not need to cache it to memory because you are writing it to disk. Uncheck this option on the low res Dop Network and the upres Dop Network. I would also suggest increasing the division size of your low res sim by a factor of 3 or 4.
  10. Here is an example of bending by color: bend_by_color.hipnc
  11. Hey Werner, So you want to bend a model, then blend in the bent model based on color? I did exactly that and it looks okay. I added some color with a nice falloff. did a bend, did an attribute transfer between the bent version and the original version, then did an attribute wrangle with: @P = fit01(@Cd.r,@P,point(1,"P",@ptnum)); Then bent parts now have a nice falloff because the color controlling it has a nice falloff.
  12. Hi Federico, To make the water hit the mill add a little bit of friction to your fluid object. Change it from 0 to .1. I couldn't get the volume sample collision to work but I got the collision to work when I changed it from a static to an rdb object with a rigid body solver and ray intersect collision. Good luck with your project!
  13. You can tie the noise to anything you want. You do not want to base noise off of pose. You need something static, like $ID or make a birth position. rand($ID)*100 would work fine. From there you can use any math function on the noise you would like, to achieve any style of twinkling.
  14. You don't *really* need a unique noise for each point, do you? Use a single noise channel, and offset noise lookup by $ID. Chops are cool, but you could also do this many other ways including a vopsop with aa noise piped into Cd.
  15. To make more particles change the Impulse Count to something like 30. If you do not like the frequency of the noise in your volumes, increase/decrease the frequency. In your scene volumevop1>turbsnoise2>Frequency. Beyond that you'd have to post an image.
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