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Everything posted by tamagochy

  1. Pops doesnt work with packed objects, you should use nonpacked RBD. And to make two way collision need to some RnD, so its not understand mutual
  2. Destruction of previously animated object

    You so lazy to search at forum? Solution here I found it.
  3. Uprez Pyro with multiple container

    here you can download scene and find how clusters combine
  4. Uprez Pyro with multiple container

    You are not combine them you just merge it. You need to use volume mix o vdbcombine to create one volume. For sim hirez just decrease divsize in dop...
  5. Destruction of previously animated object

    check here
  6. Uprez Pyro with multiple container

    Combine all clusters and uprez one container. But faster is sim hirez clusters...
  7. Pyro Disturbance for high vel

    Adding some curl noise to vel field before dop is right way. Usually I check range of the speed and use disturbance to specific values like 2-4 in range with disturbance 4-6 its usually add more brakes to high speed parts
  8. yes you should increase depth of narrow band layer
  9. Copy multiple objects to multiple point in loop

    use random to delete rbd pieces by id of the input point and frame like this: int id = point(1,"id",0); int idp = int(rint(fit01(rand(id+@Frame),0,numRBDpieces))); if(@ptnum!=idp) removepoint(0,@ptnum);
  10. Attach Flower head to simmed geometry.

    translate function just move matrix to the position qmultiply its the same as multiply matrix but for quaternions, its optional, you can skip this, I need to save initial orientation and use this one.
  11. Attach Flower head to simmed geometry.

    Just take point from stem, if you use wire you have there orient attribute, if not calculate matrix, and apply matrix to flower head. If you dont need orient you can use just matrix vector4 orientr=quaternion(3@rot); //matrix for flawer head vector restP = point(1, "restP", point.number.from.stem); matrix m = set(qconvert(orientr)); translate(m, restP); p@restorient = orientr; vector4 orient = point(1, "orient", point.number.from.stem); orient = qmultiply(orient,orientr); vector pos = point(1, "P", point.number.from.stem); matrix t = set(qconvert(orient)); translate(t, pos); matrix r = invert(m)*t; @P *= r; @orient = orient;
  12. Working only perlin, simplex and all below it
  13. impact data after sim

    You can use intersect with some distance and find position at primitive where collision happen.
  14. Lockheed Martin (Suffolk, VA)

    There is no information about citizenship must have for this kind of job. It's possible to get position without US or Canada citizenship or permit?
  15. Field Force versus Gas Advect

    in volume source use vel as destination field and you no need advection.
  16. Bounce trees with explosion

    It's easy to create spline rig (ok not so easy, but as I know you can export splines from speed tree) and use wire solver, transferring velocity from explosion to trees, for simulation. Then create matrix for leaves and add rotation to them using speed of the branches
  17. rbd problem with @active

    use group for select points by sphere and then in wrangler write this i@active=0; if(@group_active) i@active=1; and put it to dops. Recreate dopnet and in rbdpackedobject use create active obj and check overwrite attribute and you get what you want
  18. rbd problem with @active

    use sop solver before dop to save active value
  19. Remapping attribute values

    Use "fit" function.
  20. Optimize Pyro Container, H17

    Use clusters
  21. You can calculate matrix from moving object, invert it to get rest pos, make all needed preparations and multiply result by this matrix to get animated object again.
  22. Iterate over an attribute

    you can use foreach loop for points attribute, inside isolate meshes with the same attribute and do what you need
  23. Method to generate Implicit UV on Pyro Objects ?

    You can apply gradient noise inside solver and you get much more realistic result with higher division size. Post process manipulations working only for certain range, but if you apply it inside solver you will get nice results.
  24. Hi all, I have few objects in scene. The objects has same topology, difference its position, rotation and scale. Objects has only rest attribute. When I build matrix I easily found position and rotation, but how find scale factor? Thanks!