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About HowardM

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  1. Hey guys, trying to retime a FLIP sim cache, and even starting at 1.25 as suggested here - still getting some flickering... any ideas how to fix? Cheers! https://www.sidefx.com/forum/topic/59321/?page=1#post-273194 Also any chance there is a new UPRES RETIME for FLIP like the GasUp Res node? Would be great to slow down flip and fill in the gaps! Cheers!
  2. FLIP smorganic/sheeter effect?

    Something like this?
  3. FLIP smorganic/sheeter effect?

    Is there any chance there is a FLIP Upres Retime tool similar to the Gas Upres in H17 that will create this sheeting effect? Cheers!
  4. New Retime sop with flip fluids cache

    Cheers for that tip! BTW is there an Upres Retime for FLIP like Gas Up Res?
  5. POP Curve Force, @oncurve - how to?

    Awesome, cheers!!!
  6. Particle Fluid Surface node - Mesh 2 together?

    Silly me, I forgot to use a VDBreshape to "gloop them together", which as you can see in 2nd image is working where the particles meet. Now the issue is, how do I make this only happen only where the points/mesh meet, not all the drops away from the core as I lose their detail. Cheers!
  7. Particle Fluid Surface node - Mesh 2 together?

    Hope this helps make sense of what I am asking.
  8. Particle Fluid Surface node - Mesh 2 together?

    I have two sims... the main tube, its low res sim, not many particles, so to PFS mesh it, I need certain large pscale, Influence, all the settings in PFS to get a nice shape. The high drops, separate sim, needs its own PFS settings to get a nice "crown splash drops" style and keep the high res. If I merge the 2 flip particles sims, and then use one PFS node, where they meet "gloops" and has tension in the mesh, looks really nice, but alas the Core shape looks messed up like balls since it has different settings. So I thought I could use one PFS node for each sim (core gets larger pscale, influence, etc, drops get lower everything etc), and then simply do one last merge, and they would gloop together. But sadly that just merges them without even a Union.... Next tried VDBtoParticleSurface Nodes for each sim, then did VDB Combine, which results in the image above... boolean union but again no good gloopy meshing where the drops suck out of the core. So basically I need to have 2 separate PFS nodes, and then I guess somehow do one last meshing of those two, where points merge into metalball style gloop. Ya get me?
  9. Hey fluid masters, is it possible to combine 2 Particle Fluid Surface nodes? I am getting better "gloop" and tension in the meshing of 2 different sims using PFS. VDBs, not so much. Even using VDB to Particle Fluid Surface is not as good as PFS. See where it simply Boolean Unions and doesn't Mesh them together like the Particle Fluid Surface node? Cheers!
  10. FLIP smorganic/sheeter effect?

    sorry ignore this post! wont let me delete the image sorry
  11. Anyone ever find out if its possible? Am getting better tension and gloopy meshes without using VBDs. I need to combine 2 particle flluid nodes without using VDBs etc. Any old school method to retain the tension in the mesh? Cheers!
  12. FLIP smorganic/sheeter effect?

    Cheers mate, thats ace!!!
  13. FLIP smorganic/sheeter effect?

    Thanks everyone, cool stuff! Great shading on your last render Pazuzu! Mind checking your messages? Cheers!
  14. Hi, I am killing particles based on their @oncurve value, everything works. Once I add another curve to the equation, in geometry spreadsheet, every particles @oncurve is instantly 0. To be clear, I am making separate new POP Curve nodes for each curve, not throwing several curves into one node. How do I differentiate from different @oncurves from each curve? Cheers!