Jump to content

orinfitchett

Members
  • Content count

    9
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About orinfitchett

  • Rank
    Peon

Personal Information

  • Name
    Orin
  • Location
    Manchester

Recent Profile Visitors

781 profile views
  1. Hi all, How would I go about adding primitives from a bullet simulation into their own group when their glue constraint has broken? Any help appreciated
  2. Tearing metal from bullet sim

    Hi all, I've got a scene where I want to have a metal object receive an impact and then tear up with all the dents etc, I've used a Voronoi setup where my conetwist constraints switch to a hard glue constraint after a certain angle is met which keeps the box deformed, also the glue does break off for debris. The problem I have is that while it does look ok, I don't know how to set this up so that there are no cracks; would I have to drive a higher resolution piece of geometry with this? A good example of what I'm looking to achieve is in this video if I haven't explained it well enough. Any help is much appreciated deformation_01.hipnc
  3. Offsetting cached animation inside DOPs

    Hi all, i currently have a simulation set up where some exploding popcorn is being emitted. the initial animation has been cached out, and i've managed to set up a particle network to emit the packed geometry. however, all the popcorn instances explode at the same time. How would i go about offsetting the animations for each particle so that they explode a certain time after being emitted? Any help appreciated as always
  4. Delete points by distance

    Hi all, I've got a box which i've scattered points over, then added some noise via an attribute vop. Some of the points are close together, and some are spread far apart. How would i go about deleting the points that are farther away from each other? scatterpoints.hipnc
  5. Particle Nebulas

    Hi all, Recently came across these images, and after doing a bit of digging, found that they're made with particles and layers of noise. i know a lot of the work is in lighting and compositing which isn't too difficult for me, but how do i go about getting better detail with varying amounts of billowing and whispy-ness? Here's an example image of what i've got so far (low quality render/comp)
  6. Remapping the falloff gradient

    Hi all. currently i've got a sphere with a falloff driving the diffuse colour, starting black on the outside and fading to white ( image attatched ). my problem is that i would like it to start black (0,0,0), then gradually fade to white (1,1,1) all the way to the center, giving a smoother look. any suggestions on this? any help is appreciated
  7. Modelling a disco ball

    Hi all, I'm trying to model a disco ball via copy stamping some extruded grids onto a sphere (polygon mesh). It's all good until it reaches the points at the poles, at which point the copied geometry begins to overlap due to the points on the sphere being closer together. Also, how would i introduce some random rotation to the rows? at the moment it's quite uniform and if you look at an actual disco ball, there's some slight variation. Any help is much appreciated x
  8. I have a curve with a carve node, animated over 10 frames so that the curve grows from point 0 to 10. how would i go about triggering this animation to repeat at random?
  9. Hi all, really noobish question here, but how would i apply some turbulent noise to a curve in VOP's while having the end points unaffected. i know about the $PT/$NPT expression but that only gives me the desired effect on one end of the curve, how would i go about having it on both ends? Thanks in advance
×