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About Heraklit

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  1. Vellum FLIP interaction

    Hey everyone, do you guys know a way of making flip and vellum cloth interact with each other? So not with Pop fluid but flip.
  2. Expression

    omg, Right...Thanks!
  3. Expression

    Hey, I got a very Basic questin regarding an Expression. So this one: point(stamps("../applyrel1", "SOPPATH", ""), ch("ptgroup"), "P", 1) I´m kinda wondering where "ch("ptgroup") Points to. Ist aiming to a Group Expression Node which contains two Points. But I cant see any actual channel Name called "ptgroup". Is it something inherent or hidden? Ist working but I would like to know why.
  4. Transform RBD by Transform Matrix

    Okay, you hardcoded the ptnum. Alright, that'll do too. thanks for your help
  5. Transform RBD by Transform Matrix

    What he does in that video is more or less what I`m doing ATM. Just his aproach isn`t too procedural since he is choosing points for vectors manually. So I tried the primintrinsics but get pretty much the same result as with creating the matrix from polygons. I can push the geo back to 0. Its just not negating the rotation as well. So, added this file again. ran the sim on the inverted transform version of the collision geometry. then I`m trying to apply the stored matrix value on the RBD. This is doing something but defenitely its not getting the rotations right. transform.hipnc
  6. Transform RBD by Transform Matrix

    It's transformed Geo and it's also animated. That's why I want it back to origin first, do some stuff on it and get everything back. I totally forgot about I trinsics to be honest
  7. Transform RBD by Transform Matrix

    Much simpler, good direction I used a transform sop, placed a reference copy of it under the sim and ticked on "invert transform". Works for my scenario but still would like to know how to get it working procedural with transform matrixes. Lets say I have a couple of shots and a lot of geometry. I dont wanna place a tranform every time, do a -centroid, adjust the rotation manually, do a reference copy undo the -centroid expression to avoid jiggling etc.
  8. Transform RBD by Transform Matrix

    Hey there, I attached a simple file hoping someone of you has a quick idea on how to fix that. So basically I`m trying to run some RBD on a transformed collision object and then transform the RBD part pack to a non-transformed version of the collision geo. ATM I have to do some extra manual stuff to fit it but that shouldnt be necessary I guess. The point here is that I wanna avoid workflows involving the point deform on purpose. Thanks guys transform.hipnc
  9. RBD on fast moving collider

    substepsdo`t help in this scenario. the rbds dont have a chance to roll when the geo is folting so fast. they just gett pressed to the surface. imagine a landscape at 30 degrees angle which moves up to 90 very fast. At the moment I`m thinking ofa dot product between the normal of the landscapeand the vel vector of the RBDs. If its alost one I would add some kind of force.
  10. RBD on fast moving collider

    Hey guys, little question about RBDs interacting with fast moving colliders here. So Lets sayI got rocks rolling down a mountain and the mountain shape start to fold/move rapidly. In this case the rocks stop roling and get pressed to the collision geometry - due to the speed of that collider. Any ideas or quick setups on how to counteractthis and get the stones roling again?
  11. Animated Pyro to world origin

    Hey there, just a quick little question: how can I transform a pyro sim that is been done on animated geometry to 0, 0, 0 in world space so it sticks there without jiggling? Thinks like - centroid or -$CEX etx obviously dont work, because the center varies due to the changing shape. What I want to achieve: the sim takes place on an animation and this anim changed. So I want this sim to stick on the same spot of the the new anim. Any hint? Cheers
  12. Avoid FLIP sourcing

    Well, solved it just with a sink object that's getting activated for a couple of frames.
  13. Avoid FLIP sourcing

    Hi there, just a little question which is hopefully easy to answer. So I got the scenario where My ocean waves are quite high which means the ocean tank would source above the ships geometry. So pretty much avoidable when using the geo/mask input of the tank. Unfortunately the result isn't quite perfect. The wavetank hows a clean result but in simming stage the sourcing again occurs on the deck of the ship. I have to adjust the collision geo of the ship as well to go beyond the sourcing layer. But in this case no fluid can enter the deck. Not the compromise I`m looking for. Ay tipp? Thanks!
  14. Hey there, got a little question: so lets say I have a flip sim and collisions on all sides....and I want the foam, although the sim goes a bit wild, to stick somewhere near the corners/edges. So I tried to implement a force and having her intensity been driven by the distance to the surface field. Sad thing: the whitewater solver doesnt seem to allow a lot of foam-vel manipulation. Cracked it open and tried to apply some stuff into the foam forces node but still no luck. Maybe you got a simple solution or quick tipp on how to approach this? Cheers
  15. Hey, Got a little question regarding the advecten of large scale volumes like clouds. They won't have much of a directional movement but this typical billowing. I build a setup that takes the surface field and places some cross product swirls right under the surface, adjust the noise frequency depending on the depth and also the amp etc... but it's still not convincing me. Do you have an idea how to realize this in an efficient way? Cheers!