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About logix1390

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  1. switching to glue

    Hey Noobini, I am trying to achieve bending/ large denting to my wall while staying dented as it falls to the ground... So the -1 strength is so that the wall deforms by the hard constraint and then stays deformed after a certain condition in this case , if Frame>31 then switch to Glue with negative value. (Should be a frame 26 actually) If I set my strength to 0 then the glue will eventually break and not hold my deformation. It is working fine...The only problem is that I only want the glue constraint to rebuild on the part that is broken (top half of the wall) and not the static part. Even if I set the wrangle to the broken group , it will not work.
  2. switching to glue

    Hi Viktor. I went through that thread a few times and all the scene files. I am not trying to do anything overly sophisticated or advanced like what they are doing, I just need to know how I can rebuild the glue constraint network only in the broken group without it connected back to my static unbroken group. I was trying to work with the "@next_constraint_name" attribute that bullet recognizes but i havn't had any luck with that either... would love to get any tips.
  3. switching to glue

    Hello, I am trying to switch from a Hard constraint to a Glue constraint which I have successfully done. However I am trying to switch to the glue constraint only for the pieces that are broken. I know bullet automatically creates a broken group so I am using this information in a sop solver like this: if(s@constraint_name=="Hard"){ if(f@force>400 || f@angle>.1){ i@group_broken=1; }} else{ i@group_broken=0; } Then in another primitive wrangle: if(@Frame>31){ s@constraint_name="glue"; s@constraint_type="all"; f@strength*=-1; } Now this actually works ... however the glue constraint is rebuilding and connecting back to the unbroken group which means it is freezing in mid air ( I am aware i set my strength to -1). How can I tell it to only rebuild the glue constraint only in the broken group and not connect anything back to the unbroken group. The goal is to break the wall and maintain a large dent as it breaks. I have been trying to figure out a solution for a few days now..any help would be greatly appreciated.I will attach my scene file for anyone that wants to take a look. Thank you switch_to_glue_from_broken.hipnc
  4. visualization vs pyro shader

    Hello, I have a pyro simulation ...I achieved a very specific look in dops using the volume visualization tools in the smoke object... When I go to render it with the pyro shader, everything changes and I have to achieve that specific look all over again . But it seems as if the pyro shader has different parameters names that correspond to the fields. and I am not able to copy my settings from the volume visualization to the pyro... For Example: In the Pyro Visualization there is the Emission tab with the Emission Field and the Emission Color Field. In the Pyro Shader there is the Fire Intensity Field and the Fire temperature Field tab..but then there is also the Temp>Color Mapping options under the General Tab So.. what I want to know is which paramaters in the volume visualization correspond with the Pyro Shader? It seems as if whatever I do is giving me different results in the render and it is not matching up with my original volume visualization. If there is a way to sync up the visualization settings to the pyro shader that would be amazing. That is not my actual scene in the screenshot I posted, just want to show what I am trying to understand.. Any information would be greatly appreciated.
  5. Meteor fx

    disturb your smoke by velocity
  6. Color Growth based on age

    thanks noobini. this works
  7. Color Growth based on age

  8. clustering and merging fuel

    Never mind i got it!
  9. simple if statement not working

    your absolutely right. can't believe I forgot to break the expression on the time shift. It was always moving..thanks guys.
  10. clustering and merging fuel

    Hi fencer , Thank you for the file. This works well in terms of merging the fuel. I was wondering if there was a way to properly randomize chunks of fuel with different values in a more procedural way. This is why I was going with the clustering option. However Clustering obviously gives an ugly voronoi pattern. I was wondering if there was a way to do this through a turbulent noise so that it is more broken up and it is more procedural. I did something like this after I applied the noise: f@fuel=fit01(@fuel,0,10); f@fuel=rint(@fuel); However this creates some values to be different still within the area that I want to be all one value. I will attach an image and scene file to show what I mean. Appreciate the help! Clustering_fuel_v2.hip
  11. Color Growth based on age

    Hello, I am trying to create some color propagation based on the particles age. Originally I was animating an attrib transfer inside a solver but that obviously creates popping results. I figured that if I can use the age attribute from my particles to drive the attribute transfer "distance threshold" , it would solver my problem..But Once again, it is never that easy. I also tried using the pcfind method in vops and multiplying the age and plugging that into the radius..but still not working. I'll attach my scene file for anyone that wants to take a look. Thank you infecting based on age.hip
  12. simple if statement not working

    Hello, I am trying to do a very simple if statement where I delete a point after a certain frame. I have a point, i put down a timeshift to get the frame I want to delete after, and then put a wrangle like this: if(@Frame<chi("FrameNumber")){ removepoint(0,@ptnum); } What I thought this was saying was "if the current frame number is greater than this value then delete the points coming from the first input ?? But this does not work . Can I anyone explain whats going on here? I will attach my scene file for anyone that wants to take a look. Thank you. simple_if_statement_deleting.hip
  13. clustering and merging fuel

  14. clustering and merging fuel

    Hello, I have a fire simulation with a constant fuel value of 1. Now, i want to randomize the flame height on the same emitter so that there is a clear distinction that there are bigger fires and smaller ones. My solution is to add in additional fuel that is remapped by a cluster attribute. I would like to know if there is a better way of doing this or if this is the way to go. I don't seem to be getting very noticeable results either. I am also not sure if I am merging in my fuel properly... I am using a volume mix in this case Any tips would be greatly appreciated. I will attach my scene file for anyone that wants to take a look. Thank you. clustering fuel.hip
  15. pop forces talking to rbd packed objects

    Works great Noobini. Thank you for the help!