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ParticleSkull

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ParticleSkull last won the day on July 3

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About ParticleSkull

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    Alvaro
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    Brazil

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  1. Awesome Alejandro! Thank you very fkn much bro
  2. Hey guys, i have an alembic animated file (there's no deformation) and I have to convert this object to a vdb mesh (vdb from polygons >> convert vdb). I did it on a static frame (using timeshift) and now i'd like to copy the original animation to this new mesh. A copystamp does copy the position but not the rotation. Can you guys help me with this? Just to make things clearer (this is not the original scene, i'm kinda faking it so i can share here) this is the alembic character animated: then I made this new mesh from it: i need to transfer the position and orientation from the first one to the second one. I guess i could make it with a packed object since it have just one point Thx! RnD_copy.tansformation.v1.01.hiplc
  3. Color in FLIP sims - milk pour into tea

    Well noticed, nigel! If it's only the mesh you could also use the Collisions' options in the Regions tab of the Particle Fluid Surface to subtract that part of the mesh
  4. points orientation

    I'd try to make a static copy of it (using a time shift) and copy back the animated point position from the original object (using a copy attribute)
  5. Kohuei Nakama's Effect

    Cool! Do you know what does the "." means? Does "." points to the connected node? from the 1 (second) input...
  6. Kohuei Nakama's Effect

    Hey @Atom, I ended up using the offset by attribute, thx again I have one doubt about the expression you're using on the path deform node. You wrote: prim(opinputpath(".",1), @prim, "path_pos",0) what does the opinputpath(".",1) means? In my mind I should point it to the wrangle with the "path_pos" attribute but, of course, it doesn't work.
  7. Group rbd packs that broken

    Hey mohsen, check this out:
  8. Kohuei Nakama's Effect

    Alrigh, I just gave another try it's working with the for each sop Thank's @Atom! Cardume_Odforce_v3.03.hiplc
  9. Kohuei Nakama's Effect

    Hey, thx for the ideas! Atom, excellent idea, simple and streightforward. I couldnt make it deform with the pile of worm deformer (what a complex deformer btw) but I found another incredible one by Felix Joleanes that works fine I still couldn't make a lot of copies of it but, from the deformers video description, I can see it's possible. My file is attached if you guys want to give a try @chrisdunham95, thx for the idea, it looks like it could work but also would be pretty hard to control the fem/cloth sim. Atoms idea looks much simplier Cardume_Odforce_v3.02.hiplc
  10. Kohuei Nakama's Effect

    Hey guys, can someone please give me an idea on how create this effect? It's the one on 0:52 and 1:14 with a lot of people "flowing" around Thx
  11. Texture on flip mesh using rest, rest2

    Hey Esteban, I couldn't so I just quit and never tried it again. I still want to learn thi sone day though
  12. Color in FLIP sims - milk pour into tea

    Cool! pls update the topic with news
  13. Color in FLIP sims - milk pour into tea

    Hey Stephen, This is probably not the best approach but I think it's a starting point. You can make all the caches on the OUT context (using the merge node) Tea.Flip.Pyro_v1.01.hiplc
  14. Group rbd packs that broken

    Can't you bring the idea to dops with a sop solver?
  15. Group rbd packs that broken

    Hey Mohsen, this is not exactly what you're looking for but maybe it can give you some ideas. This setup groups the pieces at sop level RBD.group.broken.pieces.v1.01.hiplc
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