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younglegend last won the day on May 3

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About younglegend

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  1. Came across this post few weeks ago. Take a look. Might help. Cheers!
  2. Copy Node

    Hard to help without a scene file. But if i had to guess, maybe the base geometry your points are growing on has a noise or animated seed on it? You can visualize the point numbers on the viewport and check node by node where the point numbers are changing. Hope this helps!
  3. Align Null to other Null in Viewport

    If i understood your question right, you can click the small button on the right end of the translate then select the helper you want to snap to, on the viewport. It will give you the translate values of the selected helper. Same goes for other parameters. Cheers!
  4. Large scale FLIP workflows

    You can use a fluid source set to 'pump' or make your own in vops and feed it into source volume set to 'pump' or use a gas field wrangle to bring in the vel field. Have attached few links below; might help. Cheers! https://forums.odforce.net/topic/17837-flip-pump-from-object-volume/?tab=comments#comment-108139 https://forums.odforce.net/topic/38831-modify-splash-in-flip-sim-by-sink-pump-or-pop-nodes/?tab=comments#comment-188764 https://forums.odforce.net/topic/18012-helicopterdynamic-flip-waves-test/?tab=comments#comment-136617
  5. Large scale FLIP workflows

    No matter which workflow you follow, in the end it comes down to how much time you have to finish the shot of such scale. Your workflow is straight forward and will definitely work. But if you have good amount of time on your side you can optimize your shot quite a bit, but expect hitting into some annoying problems along the way which could consume more time. Even though every artist have their own workflow and a way of optimizing, here's what i would do; 1. Simulate and cache waterfall separately and pump it's vel into the river sim. You can use vel only from the portion that hits the river. Gives you good control on how splashy you need the waterfall to be. 2. That definitely helps with the quality. 3. Fluid compress takes care of that. You can always edit the attributes you need anyways. 4. Particles should be enough to make foam, bubbles etc 5.No idea if that helps. sorry. 6. No idea about upres. But i usually combine 2 or 3 medium res caches with different seeds. Take a look at this discussion though. Might help. Cheers and goodluck!
  6. Animate parameter per cluster

    That's the only choice i guess....and let it render over the weekend. The dop is reading attributes like scale, cluster and div size which is assigned outside the simulation and somehow applying it to each cluster container. Trying to figure out how to bring other attributes like timescale, the same way before taking the long route. If it was pops or rbd, assigning attributes outside the sim will override or multiply with the dop attributes.
  7. Animate parameter per cluster

    Thanks for the suggestion James. Wedging was my first choice as well but unfortunately i have to stick to clustering because i'm overriding division size per cluster, based on the distance from camera. And if i carry on with wedging, i might have to do multiple wedges with multiple resolutions which just keeps consuming more time and my limited disk space. (i have like more than 15 explosions atleast) That's a great article by the way. Cheers!
  8. waterman

    I see a straight forward flip sim emitting just from hand's and leg's velocity. You might have to spend quite a bit of time playing with the parameters to achieve the motion. Maybe lots of drag, swirly kernel, a touch of viscosity...etc
  9. Animate parameter per cluster

    Hello ppl! Have a question about pyro clustering that i've been thinking about for a long time now. So i have multiple explosions on impact and i'm using pyro clustering for that. How do you animate parameters per cluster? For example i need the timescale to be 2 when an explosion starts and gradually come down to 0.5 after few frames, but per cluster. Any ideas on how to approach this? Unfortunately i can't share my scene file. But you can find the similar setup here. Thank you!
  10. simple expression not fetched by chops

    Set the channel range in the fetch chop to start/end and specify your animation range. It dosen't recognize automatically for some reason.
  11. Control crowd source randomization

    Oh yes, setagentcurrentlayer() and state is the one i'm looking for! Thank you!
  12. Control crowd source randomization

    Thanks for sharing that interesting tutorial! But unfortunately it doesn't help my situation. By layer i meant different agent layers, In my case i have 3 agent layers sourcing from one agent. A layer holding a sword, a layer with shield and sword and a layer holding nothing.
  13. Control crowd source randomization

    Hello, Widening my houdini knowledge and getting to know crowds here. So I have an agent with multiple layers like, an agent holding a sword and shield, just a sword, holding nothing etc. with multiple running states. The crowd source randomizes everything which is great, but i have few running states where the shield and sword overlap because of the randomness. Is there a way to make a particular layer only use a particular state all the time? Or creating a new agent primitive for that is the only way to go? Thanks!
  14. How could I make this dynamic ?

    If you want more control, you could always switch to constraints. As Adrian mentioned, density will control the mass and you can even introduce collision. Cheers! wire_solve.hipnc
  15. Live updates in Scene View without giving focus

    Unfortunately no (from what i know). The op: bridge isn't real time for some reason. The only workaround for now is to run the VOPs on a grid that has the same resolution as your image and copy it into COPs once you get the desired look.