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logix1390

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About logix1390

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    Illusionist

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  • Name
    Mike
  • Location
    Toronto

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  1. orient a gradient ramp on an object

    @anim Thank you anim, Makes perfect sense.
  2. orient a gradient ramp on an object

    Hello, I have a test object floating in space . I want to get a ramp that is oriented along the direction its facing no matter what the rotation or position is... I am using a "relative to bound" vop and using the x component to visualize the ramp but it seems like its not actually relative to its bound but to the world. I will attach a screenshot of what I mean. The green arrow is where I want the gradient ramp to face but the red arrow represents what its actually doing ... I will also attach my scene for anyone that wants to take a look. Thanks Ramp_orient.hipnc
  3. Controlling fracture pieces

    Try using the point deform on your packed objects.
  4. Find collision particle

    @ronit1996 This is exactly it thank you sir !! @Noobini - not to make it go faster its more for art directing purposes. Its for after the sim has taken place. Thanks !!
  5. Find collision particle

    Hello, I am trying to do something which I thought was going to be easy but turns out its not. If I have a simple particle sim of 1000 particles, and only 30% are colliding with an object. How do I isolate those 30 % of particles before and after it hits. I can easily find the particle only AFTER it hits using the attributes from the pop collision detect in dops. However, I don't know how to isolate those particles BEFORE it has hit while also deleting the particles that never hit to begin with. ... I tried a couple methods but I ended up with a basic solver setup by merging in the previous frame and doing a simple comparison of ids but still nothing...My thought process was that since I know the id number of the collision particle, I can find that same id number before it hits and isolate it.. no success. I will attach my scene file for anyone that wants to take a look. Thank you find_collision particle.hipnc
  6. h18 sop bullet solver- constraints

    @Noobini Thank you for the response. Yeah that is very weird how it doesn't work when you change the frame number . Your tips worked . I will need to do more testing myself. . I was confused about merging in multiple constraints with different data names... but apparently if I am using multiple glue constraints, you can only use 1 data name and use the grouping options to control them separately. Thanks
  7. h18 sop bullet solver- constraints

    Hello, I am trying to do something pretty simple using the new h18 sop level bullet solver.. I want to merge in two different Glue constraints, each with a different data name ("Glue" "and "Glue_Two"). Then I want to break each unique glue constraint on a specific frame. It seems as if I technically got it working, but for some reason my constraints are not maintaining its strength. I have them both set to -1 which means it should never break until told to do so. I feel like I am not setting up the data names on the bullet solver properly... I will attach my file for anyone that wants to take a look. Thank you. rbdBullet_constraints.hipnc
  8. custom vel not working

    @Noobini @Drughi Thanks. that worked. Yes I also remember it working before.
  9. custom vel not working

    I am trying to add some custom velocity to my flip fluid using the rasterize attributes and bringing it in through a source volume in dops. Basically trying to do it the same way I would with pyro. Not sure why it is not working. Does flip read custom velocity like the this? I will attach my scene file for anyone that wants to take a look thanks custom_vel_flip.hipnc
  10. if-Else in vops

    @bunker Ahh makes sense. Yea, thought it would be easier in vex but just giving vops a try. Thank you !!
  11. if-Else in vops

    Hello, I am trying to get a simple if -else statement to work in Vops. I think I have it working but with strange results. Basically I am trying to say if @ptnum > 100 than move up along Y axis. However, it seems my points are collapsing in . Not sure if I am doing this correctly? Ultimately I am trying to get this if-else statement working in my flip sim. Any help would be appreciated. I will attach my scene for any one that wants to take a look. Thank you if_else_sops_dops.hipnc
  12. Attributes not working in tops (PDG)

    I am following this beginner PDG tutorial from the side fx website. https://www.sidefx.com/tutorials/create-a-task-workflow-to-build-cities/ The link to the pdf is here: https://d2wvmrjymyrujw.cloudfront.net/media/uploads/tutorial/pdg/foundations/pdg_foundation_tutorial2.pdf The problem is that the attributes I set to control the random height of the buildings is not working when I combine everything after using the "wait for all" and Geometry Import" top nodes. I am not sure what i'm doing wrong. I have followed every step of this tutorial exactly I will attach my scene file for anyone that wants to take a look. Thank you. city_01.hip
  13. force or velocity

    @anim @flcc Thank you guys for the detailed descriptions. This makes a lot more sense to me. Appreciate it !
  14. force or velocity

    @flccSo if velocity is speed and direction, and force is just influencing the speed...Should I think of force as the same as magnitude of the current velocity ? Thank you
  15. force or velocity

    hello, What exactly is the difference between a force and velocity? Is there anything I should read up on? I noticed that my flip sim acts differently to an @force attribute vs @v Thank you
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