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Posts posted by Atom

  1. Here is another attempt to control the carve value. I promoted the i@id, from the dopnet from points to primitives to avoid any changing @primnums.

    int duration = 240;     // ten seconds @ 24fps. $FEND
    int travel_time = 96;   // frame count to traverse length.
    i@on_frame = int(fit01(rand(@id),6,(duration-travel_time)));
    i@off_frame = i@on_frame + int(fit01(rand(@id+801),6,travel_time));
    if ((@Frame>=i@on_frame) && (@Frame<=i@off_frame)) {
        f@carveValue = fit(@Frame,i@on_frame,i@off_frame,0,1);	// or 1,0
    } else {
        f@carveValue = 1.0;	// or 0.0.




  2. There are a few problems. One is that you need to Object Merge Into This Object or your fuel supply may be generated outside of a cluster bounds. You are currently basing your fuel supply on the cluster points. You should be basing your fuel supply on a single point that is moving along the cluster line. Consider using a carve followed by a delete all but point zero to achieve this or extract the centroid from the moving geometry to generate the fuel.

    Drop down a bounds node around all the cluster points and expand it on the Z axis in both directions. Supply this bounding geometry to the fluid resize node. This will make sure the master domain that the cluster's reside within, are indeed inside the possible simulation box. Make sure your (10,10,10) cluster scale value is actually big enough to contain your initial fuel supply.

  3. The basic concept is to use a RaySwitch. Plug the Incandescent into the giColor of the switch.

    This way you can still use the emission color on the rsMaterial and then another emission color from the rsIncandescent. In this mode, you can really over crank the rsIncandesent Intensity. Think of the Alpha value as a noise fall off. As Intensity goes up, try turning alpha down to tame fringe noise.


    • Like 1

  4. Now with synchronized large chunk fracture. I've activated Impact records on the PopSolver and use that to generate all the impact points. There is no constraint network, only managing the i@active attribute for the pre-fractured pieces. Trying to keep the scene as light weight as possible. Timed metaballs appear, hold in place, and disappear at the impact points to introduce force on the newly activated pieces.



  5. Yes, if you only put a single set of keyframes on the NULL.

    When you select the NULL, keyframes from other objects are no longer displayed in the timeline, but the NULL keyframes will be displayed instead. You can use CTRL-RIGHT/LEFT arrow to jump to them.

    It does introduce the selection dance to your workflow, but is an existing way to emulate that feature.

    I personally don't miss timeline markers at all.