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Peon

## Personal Information

• Name
Agelos
• Location
Athens, Greece

## Recent Profile Visitors

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1. ## airresist

Thank you for pointing out that snippet, it's a handful but it explains a lot. From what I gather -and this is an oversimplification, airresist does something along these lines @v*= exp(-@airresist);
2. ## airresist

I'm trying to understand what exactly airresist does. in a pop simulation I believe the following happens: velocity is simply something like @P = @P+@v; force is something like @v = @v+@force; @P = @P+@v; if that's the case what does airresist do? Thank you.
3. ## Animated noise on guides or hair

Answering to myself in case someone is looking to do a similar thing. As it turns out the guides are just polylines and can be modifed as such. I've added a UV Texture SOP on the points with Rows&Columns to get the UV parameter along the polylines and then this vex code on a point wrangle sop: float freq = 30; // Noise Frequency float phase = @Time * ch("phase"); // Noise Phase float amp = 0.01; // Noise Amplitude vector noise = noise(@P * freq + phase); noise = fit01( noise, {-1,-1,-1}, {1,1,1} ) * amp; @P+=noise * v@uv.x; I've inserted these two nodes right after a Groom Fetch SOP because I needed to deform the guides on sop level but you may as well insert them before the GUIDES output inside the Guide Groom Geometry node. Hope this helps someone.
4. ## Animated noise on guides or hair

I just got into fur and hair in 17.5 and I'm wondering how would I go about having guides or hair animated with some noise on direction or bend with each guide as seed. I'm not looking to simulate hair as I have many characters with the same fur and simulating would be too much. Ideally I would like to have each character with a different seed offset on the noise (I have a for loop and deforming the original guides on sop level using groomfetch etc) but maybe that's me getting ahead of myself. The guide process nodes don't seem to have an option for animating with noise so please let me know if you know if and how that would be possible. Thank you.
5. ## Pyro trail and quick interaction

1. That's very clear, thank you. 2. That's the settings I've been using, except for Ignition Temperature which I have a negative value but I assume it's the same as a near zero value. Between posting my questions and now I think I've found a solution to my problem. I've created an extended volume around my emitter/geometry with the velocities of the geometry and adding that velocity field into the sim. This "pushes" the fire around the emission in the same direction as the emitter making the fire more "attached" to the log. Velocity emission from the emitter only seems to have an effect around the emission voxels, while this seems to push a larger part of the simulation with it. Thank you for your help.
6. ## Pyro trail and quick interaction

Hi, I'm trying to create a fire on a falling log of wood and I have two questions if someone can help out. 1. The first challenge was to make the fast moving object emit continuously and not stepped. This is well covered in the forums and I've managed to have a smooth emission by using points with trail as my emitter source and/or by adding substeps. However my question is this: What is the difference between the substep attribute on the DOP Network node and the Min&Max Substeps on the pyrosolver? Both seem to improve on the stepped emission issue but they are obviously different solutions. 2. Even if the emission is fixed the simulation still doesn't look very good because there is a big trail of emission before anything interesting starts to happen. The fuel & temperature fields need a few substeps to interact with each other and the simulation either comes out too violent and fast or too long and big. What I'm looking for is a fire that is closely "attached" to the log but with a relatively constant speed and length, with a small trail. Do you have any advice on achieving something like that? Thank for your time.
7. ## disable shadows at sop level

Hi, I'm using Mantra in raytrace mode and I've made a very busy digital asset which creates geometry and I need some primitives to not cast shadows. As far as I can understand this can be achieved with light categories set at object level but I'm wondering if I can tag primitives at sop level or if there is another way to achieve this without splitting the output of the digital asset to two outputs? Thanks in advance.
8. ## texture in viewport from attribute path

Hi all, I have texture path set as an primitive attribute and I'm trying to find a way to view this texture in the viewport. It's works great in the render material but I've looked at the insides of UV Quick Shade but I still can't find where this attribute could be imported so that the viewport is affected. Any ideas on how I could get the viewport to render the texture set in a primitive attribute? Thanks in advance.
9. ## Pyro smoke localised drag

I ended up using both techniques, added a gad damp with a custom field for local control and also used a wrangle to push and pull because the drag was making the shape of the smoke too symetrical. It took a while to get the balance right but it worked so thank you all for your help, much appreciated.
10. ## Pyro smoke localised drag

Hi, I'm trying to create a smoke effect where the smoke is getting slower and slower to the point that it almost stops advecting as it gets further away from the emittion. I still want the emitter to pump out in normal speed but I'm looking for a localised drag away from the emission. I've created a velocity field in sops and multipled it in with a source volume to get the smoke velocities to zero but it doesn't look good at all. I'm afraid that's as far as my knowledge of the gas dops go. Can you suggest any other way of going about this? Thanks.
11. ## grain collision accuracy

Hi all, I have a yarn pop grain setup similar to the entagma tutorial called "Connect The Yarns - With the Pbd solver". In short particles are connected with polylines and constrained through the grain solver between them making them behave like wires. This works nice and well but I can't seem to get accurate collisions on the "wires". I've tried to up the substeps on the popnet node and the min substeps on the popsolver to ridiculus amounts but the particles are still going through my fast moving collision object. I understand fast moving objects need more subseps but I'm not sure I'm increasing the right values. Am I missing any other settings that would increase accuracy to a point that I get no intersections? I've attached a test scene. Thanks in advance. collisions.hipnc
12. ## inverskin rotation offset

Thats actually perfect. Much easier than expected. Thank you.
13. ## inverskin rotation offset

Hi, I'm trying to create a spine with custom twist control. Naturally I've set up my bones to follow a curve, and I've created my custom twist attributes on the same curve. Each point of the curve coresponds to a bone. Inversekin chop has taken over the rotation of the bones so I'm assuming I need to filter through the channels of the inversekin and add an offset to only the rx channel for example. The offset number will finally need to be queried from the curve points. Can you point me to the direction of how I can go about doing something like this? Or something else entirely if you think I'm approaching this all wrong. Thanks in advance.
14. ## parameter value relative offset

Well, yes exactly. Awesome, thank you.
15. ## parameter value relative offset

Thank you, I was hoping for a parameter interface feature I might have missed but thanks either way.
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