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Everything posted by HM_2020

  1. Too high Surface Tension causes this sometimes View your Surface in the Fluid Obj to get an idea of the actual sim. In the Solver Tab did you scale down the Spatial Scale? You don't need 10/20 substeps (1/2 is fine), just in the main Dop try 3 substeps. You can also use an Attribute Blur post sim to pull parts together before meshing. Edit: Didn't see the vid before, to be honest everything in middle with those shapes, when meshed will look good i bet, just that last bit, which you could always delete those points post sim.
  2. Dynamically Adding Geo to Vellum solver

    Would this help?
  3. How to? Vellum Constraints and Rivet

    Quick fix was to use a pointdeform on a sphere to follow the character and then attach another sphere to the ptdeform, all within the same SOP that has the vellum in it. Works but is hacky!
  4. Hey all, trying to have constraints attach to geo in vellum to follow a sphere, all works, but then tried to rivet it to a moving character and vellum sees the sphere at 0,0,0, not where its riveted. Cheers!
  5. Vellum input geometry update per frame

    Mate, you are a god! Been looking for this for ages... works decent with a carve! Thanks so much!
  6. Vellum input geometry update per frame

    Anything ever become of this? Cheers!
  7. flip, vellum and rbd in one effect

    Not exactly what you want but will help you to figure out how to get there if not also blow your mind... needs to be seen more often anyway!
  8. Got a mad question for you all but I am sure you have asked the same question at one time or another. Is there an app, browser, Windows Explorer method to view sequence files as one entry like we can in Houdini or Nuke? So if I needed to sift through and move/delete hundred of sequences, thousands of files, all named similarly with a .001.bgeo, .002.bgeo, .003.bgeo naming convention etc. can I select an entire Sequence as One Entry to do so? Cheers!
  9. Is there an app like Windows Explorer that will list entire bgeo Sequences as One Entry like we can in Houdini? Make sense? Trying to find a program that will do this, list like Houdini or Nuke, an entire seq as one, but cannot. So I have wedged 100s of sims, all named like Geo.001.bgeo,Geo.002.bgeo,Geo.003.bgeo etc and need a way in Windows to list them as one entry, so I can easily select that one entry and delete it. Manually Shift-selecting 100s of these would be too time consuming. Cheers!
  10. Flipbook Motion vectors stuttering (ue4)

    Have you tried an 8x8 atlas? Or is that a 7x6 atlas but your columns/rows are 7? Did you render with pad power of 2 and have that in your ue4 image?
  11. Cheers Tomas! Cool stuff, does not seem to work in 18.5 though...any ideas? Cheers!
  12. Swirl Pyro Equivalent

    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!
  13. New Sparse Pyro Retime?

    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
  14. Interaction between two different smoke objects

    This is WICKED Cheers!
  15. smoke has a hairy look

    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.
  16. FLIP torque, rotation, spin?

    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!
  17. 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.
  18. 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!
  19. Minpos in pop wrangle working with vellum?

    Hey dude, hows it going? ABC! I did give that back didn't I??? Drop the wrangle under the vellum source.
  20. Difference and why use both with Vellum Source and Object ?

    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!
  21. Vellum cloth scatter issues

    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
  22. Vellum cloth scatter issues

    It's your scatter. Just add a frozen Timeshift after it.
  23. Making tidal wave

    Mate! That wave6 vop! wow!
  24. Help with ice fracturing

    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