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Cuenk89

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About Cuenk89

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    Pol

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  1. Problem with normal points as voronoi fracture parts

    Thanks kungFu for your reply, but this isn't what I want. It seems that attribwrangle deletes the normal attribute. I made a new file pretending to give an average normal to each piece using foreach subnetwork. It needs to refine some parameters... Test_particles_02.hip
  2. Hi all! I have a problem with point normal. In my scene I have a voronoi fractured object represented with one point per fracture. I simulate these points with POP sim, but I can't give a normal direction that follows an (alembic) animation (It's difficult to explain) I attatch two screenshots and the basic scene. Thanks in advance! Test_particles.hip
  3. RBD fractured plaster layer

    Thanks a lot for your time Atom! I have a couple of questions: -Why you use non packed object for mountain sphere? -Why you use convex hull for collider instead concave? Thanks again!
  4. RBD fractured plaster layer

    Hi again, it doesn't work on my model, still have interpenetration. I made another simplified example with a sphere and mountain deformer. Prova_04.hip
  5. RBD fractured plaster layer

    Thank you so much Mr. Atom! I tried with a setup like this but mysteriously didn't work... I tried with many systems and methods with bad results, (for example give a normal force to collider object). I will try it on statue model, I hope it will work. Thanks too for tips such as 1 substep is good, and use convex hull instead concave for fractured pieces.
  6. RBD fractured plaster layer

    Hi! I have a RBD question. I have a sculpture covered with a thin plaster layer, and this layer has to fall. I have a sculpture as a concave collider, and the plaster layer as a concave fractured object. The problem is, during the simulation, some plaster pieces interpenetrating the sculpture. In the initial state, the geometries (sculpture and plaster layer) don't overlap, but it seems that some plaster pieces don't respect the collision geometry. I tried to subdivide all and increase substeps until 10 without solution. Any ideas to fix this problem? Thanks in advance! PD: I attach a simplified example. Prova_01.hip
  7. FLIP/Grains interaction setup - hip file

    Hi, I made a setup for create wet sand, taking this simulation example. I share it to help anyone. Improvements are most welcome! Wet_grain_setup.hip
  8. I know, no problem, but it's a bit depressing to know that the way to make a good explosion is with 9 Tb of data. I thought that 80 gb was enough to do a homework explosion... and this doesn't even reach 1%
  9. The second video is insane, but the simulation data is about 9 Terabytes!! Mine is about 80 Gygabites.... and he have 48 gb of RAM, I have 16... Anyway I'm happy with my results at the moment, I learnt a lot. In the future I will have a best pc and more storage
  10. Finally I finished my project. I like the result but I can improve it (fire detail for example). I changed a lot of parameters, but I think the key is to change the frame rate, from 24 to 72, to get more realistic velocity. Nuke_explosion_final.hip
  11. Hi everybody! I have a problem with displacement map. I have a static geometry with UV, static camera and static lights, but between frames the displacement seems animated, only in edges. It's a very tiny detail, but very annoying in render sequences. I tried to: -increase displacement in ranges from 0.001 to 0.005, with his bounds -use PBR renderer, increasing pixel samples to 35 and max ray samples to 20 -render it to 50% and 100% -use simple displacement shader with UV map displacement and procedural noise displacement I have another pieces with the same problem. Any solution? Thanks in advance! Files: https://www.dropbox.com/sh/r4vmfi8awviqa4d/AADade-xCfLS_bpMimzFEzVpa?dl=0 PD: sorry if there are a post with this problem (I searched it but I didn't find) Displacement_problem.hip
  12. I think your shape is too vertical and still there are a lot of fire. I researched into the orbolt asset and I found that only 4 "big" properties were changed: -temperature output -gas released -disturbance -confinement However, I don't know how works the CHOPS network... I also changed cooling rate, viscosity and buoyancy and I animated timescale (be careful with this) The final file is too simple, that's suspicious There are so much to improve (especially the fire of the final) Nuke_test.hipnc
  13. My test is so early... I propose four ways to do the top simulation, I specified in the following photo: (sorry for the size): I have to try the procedural texture way, it maybe a good and efficient solution. Personally I think the particle emitter would be boggy because of the resolution. What do you think?
  14. I'm trying to do the same kind of explosion, but on another way. Anyway I'm messed up with the "conservation" and shape of the smoke. I emit from torus and I try to use another torus for velocity to do the "rotation" effect. I'm inspired on this reference: https://www.youtube.com/watch?t=17&v=39a-q3kV1js
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