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    AtomicPerception
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  1. Splash from the side not the top?

    Deleting the clam particles might be one way to go but I think the Ocean tools has a way to integrate a flip sim so the match is seamless. You may want to view the ocean tools master class video.
  2. Uknown shading artefacts from Mantra rendering

    It may be duplicate geometry in the same place. z-fighting. Or try adding a normal node at the end of the SOP network.
  3. You can place a null inside the object you want to switch off. Connect the final network output and the null to a Switch and you can animate the switch from the full object being rendered to the null being rendered. This can cause render anomalies, however. For instance bounced rays will no longer bounce and if the object appears in a reflection it will all of a sudden not be in the reflection when you switch to the null.
  4. Splash from the side not the top?

    Could you simulate it top down and then rotate the cached out results to your final angle?
  5. Crowd Agents Motion Blur

    I think unpacking is the solution.
  6. [SOLVED]Melting UVs?

    I have modified your scene to allow both uv and shop_materialpath to flow through the fluid simulation. The higher the resolution, the better the quality of the attribute transfer. I generally discard FBX materials that are generated by Houdini and use a wrangle to re-write the @shop_materialpath to point to the material context I am using. Sometimes /shop, sometimes /mat. I have added a wrangle near the end of the Genesis3_Male node inside the FBX import node. This wrangle uses a simple IF statement to detect the old material name and reassign a new one that points to /mat context. Inside the /mat context I have dropped down a Principled shader and renamed it to "Face". Go ahead an extend this code by writing the material path code for the other 16 materials on this object. Then you can populate your /mat context with shaders and plug in your maps to those materials. if(s@shop_materialpath =="/obj/gen3_fbx/materials/Face") { s@shop_materialpath = "/shop/Face"; // Or use the /mat context. s@shop_materialpath = "/mat/Face"; } ap_119_FLIP.hiplc
  7. [SOLVED]Melting UVs?

    Just transfer all the UVs from vertex and the @shop_materialpath from primitives. Create a unique material for each @shop_material path and the textures for those faces should lineup with your image maps. If you are talking about having additional attributes like uv2, uv3 etc... then promote and transfer them through the system like the original UVs.
  8. Collision causing issues in pyro cluster

    Try turning off Track Object on the resize node then, under Max Bounds enable Initialize Static.
  9. Grid with round corners?

    Drop down a grid. Move mouse into the 3D viewport and press S-KEY to enter point selection mode. Select the four corner points. With the mouse still in the 3D viewport press TAB and type 'bevel' to drop down a polybevel node. Move the offset slider and increase the divisions.
  10. That method looks promising. It looks like the result is using the fluid sim points to point deform the original mesh. Then you don't have to worry about transferring Cd or UVs through the sim. They always reside on the original/deformed final mesh.
  11. Crowds in Skirts

    Here is a rework of your scene that gets one skirt simulating, but I am not even sure if you can run a dopnet inside a loop? That is why the RISE approach makes sense. In this case I think I would simulate each agent in-place, removing locomotion. Then export each agent as a deforming polygon geometry, not polysoup. Run a cloth sim on the deforming geometry. Then return to the full locomotion crowd simulation and attach the resulting cloth simulation to the agent. So the final scene would have nothing to do with either simulation. It would simply be a series of File nodes merged together bringing in the deforming agent mesh and the cloth simulated mesh bound with a rivet or parenting. ap_corwdsinskirts02.hiplc
  12. Crowds in Skirts

    If you have not seen this video, check it out. It is a presentation by RISE and how they handled crowd shots. Basically they created paths for each and every agent then solved each agent one at a time. Cloth was handled post crowd sim on the resulting deforming mesh.
  13. Blood Drip Question

    Try changing the angle of the ground plane slightly? Or place a mostly flat, but slightly deformed collision object where the blood drops pool up. There may also be ways to apply forces to the fluid particles conditionally, say when @P.y<1, for example.
  14. To preserve any attribute with a fluid sim you need to promote it to points before you sim. The point attributes should flow through the simulation without problem. You do have to add uv and Cd to the Keep attributes list on the fluidcompress node, or they will be removed from the points upon compression. The same is true for the Transfer Attributes list on the ParticleFluidSurface node. After surfacing attribute promote the uvs back to vertex. You can go with the attribute transfer approach as well but you will need to extremely subdivide the source you are transferring from to get a reasonable match on the constructed fluid surface. I explored the topic a little bit here. You can also check out eetu's fluid image. https://dailyhip.wordpress.com/2017/01/25/fluid-image/
  15. Blood Drip Question

    On the Reseeding tab of the flipsolver1 node set Surface Oversampling = 48 and Over Sampling Bandwidth = 2.
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