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Pancho

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About Pancho

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    Initiate

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  • Name
    Tom
  • Location
    Germany

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  1. There will be something between 1-100k particles. I need to avoid that the particles intersect with each other to avoid flickering, since the particles are used to instance small geo forms with different colors. In case they do intersect, it's easily visible. To my mind come the regular forces and a mixed approach with grains. Since I want to achieve a very fluent movement without abrupt changes in speed (stuttering), I wonder whether forces and grains on their own will do the job. Wouldn't be something like a collision avoidance algorythmn be needed? Something which determines if the particles will crash if they continue to be simmed with the current v. I played around with flocking behaviour lately mainly with POP Interact to seperate the particles and a sop solver to align v of neighbouring particles. Could this be a solution? Any experiences/ideas? Cheers Tom
  2. VEX string functions

    Stumbled across this thread, although I don't see the answer to the original question. How do I replace a string with another string in a string (e.g. change ../shop/.. to ../shopnet1/.. in the material path). Since there is no replace I tried to use re_replace. Not working unfortunately. What do I miss here? Cheers Tom
  3. I could have sworn I used it several times yesterday.... Seems to do the trick! Thanks so much!!!
  4. Hard to imagine what has happened, but suddenly my viewport navigation doesn't work anymore as expected. When I rotate the view I always end up with some bank rotation so that the horizon isn't leveled anymore. This is totally annoying. This has never been like that. I played around with the preferences but am either unable to select the correct options to get back to the original behaviour or it is related to something else. Anybody a clue? Cheers Tom
  5. Pyro fire test

    One should be careful with the substep settings on the solver. Only difference here: Left side with 4 max. substeps, right side 1 max. substep.
  6. Pyro fire test

    Finally some major difficulties. As soon as the flames start to rise there are strange squares on the sitting area of the chair. I disabled all shape settings, changed substeps on the DOP network and the solver, changed the projection type, but couldn't get rid of it. Anybody an idea? Looks like an equalizer on an old stereo. Several squares on top of each other. It's rendered with Redshift. Might be something very common or something mysterious. No idea....
  7. Pyro fire test

    Thanks so much for the tips and tricks!!!
  8. Broken Pencil Effect

    Solved.
  9. Broken Pencil Effect

    Can you please describe what syntax you used to embed the video? Cheers!
  10. Pyro fire test

    O.k., finally managed to embed the video correctly. For my first try, I'm quite please, but I do have a few questions regarding the workflow. First of all the I wonder how to save memory. In order to keep the sim times moderate I upresed the sim. Since I cached the upres sim, my HDD space quickly disappeared. Wouldn't it be better to cach the low res sim and upres it on render time? I just wonder how to do this, since the shelf upres takes all the data from the low res DOP directly. How would one set this up, if only a cached sim would be available? My sim isn't very large (300x600x300 approx.), but the result is still kind of low res. If I would need to have a really large fire (like a whole room or woods on fire), what's the way to sim and render it. I guess there'll be something like memory and speed issues both in the sim and render stage. Although a billowing smoke sim (burning oil well) would need an insanely high amount of divisions. Any ideas? Cheers Tom
  11. In case you do have any, could you please PM me? Cheers Tom
  12. Quad Sphere ?

    Use a for each loop. In the loop first use a smooth node eg. 10 iteration, mode 1 (important) and then the point normalize wrangle (like in the post before). Repeat the loop somewhere inbetween 10- 100 times and you should get a real nice quad sphere. Made custom nodes for this purpose as this is going to be used so often.
  13. Is AMD potentially risky? (Threadripper)

    What I would like to know is what kind of temperatures other X1950 users achieve with what kind of cooling. Currently there are 4 case fans (200mm) with quite a lot of power, but also with an incredible loud sound. There are other ventilators with about half of the air volume per hour, but much more quiet. Wonder how much the temps will rise, if I exchange them.
  14. Is AMD potentially risky? (Threadripper)

    G.Skill DIMM 128 GB DDR4-3000 Octo-Kit, Arbeitsspeicher(F4-3000C14Q2-128GVRD, Ripjaws V)
  15. Is AMD potentially risky? (Threadripper)

    So far no problems. ASRock X399 Taichi with Air cooling. Temps under load around 56-60°C. 128GB.
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