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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. Recursive Particle Split

    exactly this. Thx again Atom!
  2. Recursive Particle Split

    Hey guys, how can I duplicate particles recursively? Sort of in a fractal / l-system way, to simulate veins, bramches and stuff like this Thx
  3. Select Pts with One Connection

    You're awesome guys, thank you. Victor, thx, it works if I do it like this: int n []= neighbours(0 , @ptnum); if(len(n) < 2) { @group_ends = 1; } but it's even easier the way Konstantin said if(neighbourcount(0, @ptnum) < 2) { @group_ends = 1; } Thx Konstantin Cheers, Alvaro
  4. Select Pts with One Connection

    hey Henry, thx man it wasn't working this way but I found out that the neighbours function works if I specify the n as a array, like: int n [] = array(); n = neighbours(0 , @ptnum); if(len(n) < 2) { @group_ends = 1; } but I don't really understand it. Do you know what's going on?
  5. Hey guys, is there a way to select points with one edge connection only? thx
  6. Noise/Curl blend effect?

    hey Atom, do you know a way to put some "custom" frequency to the aaflownoise? By custom I mean: get an object/attribute from outside to control it
  7. Flip Fluid Jittering when colliding?

    not sure if this is the situation but viscous fluid don't collide really perfectly. Check it out, the collision mesh is perfect and looks really nice when it's not viscous: Maybe give it a try without viscosity to see if the problem goes away
  8. Flip Fluid Jittering when colliding?

    Have you tried adding some slippery to the fluid? Might help fill the empty spaces
  9. Flip Fluid Jittering when colliding?

    Hey Tony, What if you zero out the velocity of the collider?
  10. Pop Collision Ignore + Grain Solver

    That's really awesome, Dominik. You rock! Thx!
  11. Pop Collision Ignore + Grain Solver

    @3dome, one last thing, if you don't mind. Do you think there is a way to make this grains avoid only one object in the scene? (let's say i have more colliders and need it to avoid only one of them)
  12. Pop Collision Ignore + Grain Solver

    Awesome. Thank you very much, Dominik. I'll make a quick guide here for someone trying to do the same stuff (probably me in the future): Grains have a group called __pbd_group (yeah, with 2 weird underlines at the beggining). If this group is set to zero, the grains don't collide with scene objects. In this situation we have to set this group to 0 only for the sphere's grains. Here's Dominik's approach: grains_avoid.collision_1.03_FIXED.hiplc
  13. Pop Collision Ignore + Grain Solver

    yeah, i got the same exact behavior as well. @3dome, thx for the explanation, do you know if desabling the gas collision detect can cause any problem in a more complex situation?
  14. Pop Collision Ignore + Grain Solver

    hey @Andrea, you're right! Why's that? Looks like a much easier solution but at the same time it looks wrong (lol)
  15. Pop Collision Ignore + Grain Solver

    @3dome, you're a genious, thank you very much!
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