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Heraklit

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About Heraklit

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    Christo

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  1. 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.
  2. 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?
  3. 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
  4. Avoid FLIP sourcing

    Well, solved it just with a sink object that's getting activated for a couple of frames.
  5. 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!
  6. 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
  7. 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!
  8. Slowing down fluid dynamically

    Okay, works exactly like I thought. Got it!
  9. Slowing down fluid dynamically

    Hey guys, I have a Little question: what would be the easiest way to retime a fluid dynamically? So there is a timewarp node but I want a fluid to slow down on a certain Frame and then move on in the normal Speed. So probably Need a timrshift too and Switch to the correct retimed Version. Sry, could figure it out by myself but there's quite some stress atm with other parts of the Project : /
  10. Cofe with foam/bubbles on top

    Hey, I have to to some fluid stuff for a cofe. It needs to have some cream/foam/bubbles on top. It shall run in from the top of the glas and generate that stuff on top. Pretty tough deadline. Any ideas on how to approach this in an efficiant way? Maybe using the surface field and change the chading on top depending on the distance? Any tipps are appreciated
  11. Partial collision detection

    hey, little problem here. I have a piece of cloth made out of grains. Its colliding with an object. Here I use a collision detection in combination with a collision behaviour. The collision detection shall only detect a few polygons of the whole object to stop the motion there. Referencint the polys in dops. Its giving me a correct collision guide but during the sim it keeps ignoring it. Insteat it freezes the grains along the whole 'main collision object'. So that are the areas to collide with, just a few squares.
  12. Look inside the exampple files for "spinning flip collision" or so. Its causing an emission in dependency of the velocity
  13. Grains morph target geometry

    Hey, how would you go about transporming the target geo in something different without having the grain solver go crazy? So not just a transform, shuld be a different kind of geo. Also with intact constraints.
  14. Activation expression

    Nope, unfortunately still not working if(($FF<225, 1, 0)) if($FF)<225, 1, 0 if $FF<225, 1, 0 if$FF<225, 1, 0 None of them, its only returning 0
  15. Hey, I got a really stupid question but I can't get it to work ATM. I want to put an expression in e.g. a fluid source node in dops. Something like "if($FF)<225, 1, 0)". So when smaller than frame 225 take 1, else 0 (or another expression like a sin curve). What am I missing here?
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