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10 GoodAbout HM_2020
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FX TD
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Hey guys, any way to make tile-able swirls in a static volume? Where edges line up and can make it an infinite tile? I guess like a tile-able curl noise? Cheers!
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smoke Interaction between two different smoke objects
HM_2020 replied to Lucy Coleclough's topic in Effects
This is WICKED Cheers!- 1 reply
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- 1
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- fluid dynamics
- multiple grids
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(and 2 more)
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What are your noise setting in the shader? Your new 18 sims, renders look as hairy as the old ones....looks like a mad overblown noise in the shader. Its kinda cool for some soft stuff.
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Am having issues with retime and wonder is it because I am using the Sparse Pyro solver? Tried every trick listed in forums, but still getting flickers. https://i.gyazo.com/51bbc65c6a1b0ca9f151026419ca5a6c.mp4
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Hey guys, I have done a search but there are not many answers. How can I get a flip sim to have torque or self rotation? I have a slightly viscous, surface tension flip sim, kinda like paint flying through the air with sheets and thin streaks. I want some of the "heads or blobs" on the end of sheets and streaks to pull the fluid more than other bits, so it flips, flops, rotates around as if its not water but something a bit more sticky. See how everything just floats instead of any torque? Any ideas? Cheers!
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Any idea why? FLIP Sim losing cache in memory when scrubbing?
HM_2020 replied to HM_2020's topic in Effects
Cheers for the replies. No I am not flipbooking, I am simply playing from first frame, to see the sim while its simming, and then stop it to scrub it or flipbook it. Again sometimes it pops back to a random frame, and loses from that frame onward all the memory in cache. Or if I do flipbook it sometimes disregards the +1 and goes to first frame, losing the entire cache in memory. In last 7+ years I have NEVER had this happen so am wondering what the hell I must have set by accident or perhaps is wrong. Sorry Masoud its a work scene, will try to make an example. -
Hey guys, weird behavior lately in 18 and not sure if its something I've set or something that can be changed? When I do a FLIP sim cached in memory, lets say 1001-1100, and then hit esc on frame 1075 to check on it, scrub timeline etc....instead of stopping on 1075, it will pop back in the timeline (lets say to 1025) and somehow I lose all the sim in memory from 1025-1075. Strange random frame as I definitely was on frame 1001 when I hit play. I swear this never happened before... it would always stop simming on the frame I was on, and I could easily scrub anywhere up to its fame without loss. Also I usually set my Mplay range to be $RSTART+1 so it does not go to the first frame and reset the sim, which usually would just make a Mplay sequence etc. Now it seems to sometimes ignore the +1 and jump to the first frame, lose the sim in memory and resim! Really doing my head in as its never been an issue, so I wonder have I set something or has this changed in 18? *yes I have enough memory set in the cache on the DOP, etc... Cheers!
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Hey dude, hows it going? ABC! I did give that back didn't I??? Drop the wrangle under the vellum source.
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Difference and why use both with Vellum Source and Object ?
HM_2020 replied to CinnamonMetal's topic in Effects
Any chance you know how to do something like this - Vellum:Continuous Emission with Dynamic Constraints – ZYBRAND but with geo instead of just particles? Or even with changing topology from a SOP? For instance, imagine emitting the money but then having constraints connect them as they emit, so imagine more like a roll of toilet paper connected, using continuous emission. Or even more complex imagine in SOP carving out a curve, extruding the geo over time. How can you tell vellum to update it (without constraints) I would like to do something like lets say have a Scarf flowing along a curve, but the scarf starts as just one poly, etc... extruding along the curve. I would like to make that live vellum, so as it grows it can wrinkle and blow in wind , etc. I am a bit confused about why you can not just have updating topology in vellum, yet continuous emission emits into ONE vellum object, in essence adding and changing the topology. You get me? Is it simply that under the hood its actually several objects? Its a tough one! Sorry to hijack cinnamon! -
HM_2020 started following Vellum cloth scatter issues
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Hah, well why didn't you say that in the 1st place? The main problem is scatter messing up point counts. Here are 2 versions in this scene. Your way tweaked a little, and a copy points version. Switch the switch to 1 and reveal your instances to see your version tweaked. Copy points is another way that may allow more control with packed geo. Maybe someone will chime in with a completely better way to instance geo, POST sim, as its not good practice to rebuild every frame like this. _Example_Vellum_Scatter.HIM.v012.hiplc
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It's your scatter. Just add a frozen Timeshift after it.
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Here is a quick setup to point you in the right direction. A little Ben Watts propagation methods mixed with some Entagma's Voronoi love. Of course you can redo this with much better shapes, etc. Read into using Shortest Path too. HIM_Icebreaktest_v05.hiplc
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In Vellum , is it possible to change the shape of input geometry, over time?
HM_2020 replied to Masoud's topic in Effects
Any way to update topology? I am trying to carve out a curve>polywire, basically grow a shape over time along the curve and make it vellum cloth, live and waving as it grows. Seems like trying a sop in dops does not update it over time like you can with constraints. Cheers!