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Everything posted by tamagochy

  1. Optimize Pyro Container, H17

    Use clusters
  2. 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.
  3. Iterate over an attribute

    you can use foreach loop for points attribute, inside isolate meshes with the same attribute and do what you need
  4. 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.
  5. 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!
  6. Method to generate Implicit UV on Pyro Objects ?

    calculate gradient from VDB and use it like uv
  7. Rebelway Issue

    Rebelway was hacked as I heard.
  8. Scatter on geometry only on Y-Axis

    Use bbox to isolate top of the cave and then scatter there by attribute.
  9. Find nearest point once

    to find once use detail context with nearpoint
  10. calculate gradient and use it for noise you'll get nice result ))
  11. Use foreach for branches and create gradient along curve and use it for width.
  12. Pyro/Flip velocity exchange

    Here the answers
  13. Magnetic iron filings

    create magnetic like field and use it for particles to build this. Look at forum, here was topic about magnetic field.
  14. Allegorithmic is joining the Adobe family

    Autodesk and Adobe two evil corps )))
  15. simple large scale smoke plumes

    Smoke should be heavy, disturbance should be clumped by vel or temperature. Find explosion tutorial. It's a basics of pyro.
  16. simple large scale smoke plumes

    use shelf tool to create base sim and you will get what you want. Then start modify it...
  17. just wright position to attribute and after moving to origin apply stored position attribute to @P;
  18. Orientation of Cube

    you should create matrix and orient it.
  19. Is moving to Australia reasonable?

    As junior you have low chances to emigrate, but try to speak with recruiters about it.
  20. scatter points on animated mesh

    attribute interpolation faster and easy )) enable at scatter primuv and primnum and interpolate...
  21. Attribute copy pscale from a point wrangle

    plug sphere to point wrangle and wright f@pscale=5.0; you no need copy for it if you want copy attribute from another geo to sphere you should use attribute transfer
  22. Vegetation using bullet

    Any chance to get a scene?
  23. connect one rope to another

    The wire constraints is point-to-point, so you should find closest point for each first point of the branches on the trunk. Then create new point at position of the closest one, add it to branch, and then you can use wire glue constraint in solver, using points numbers you are found. here you can find everything you need )) https://www.fxphd.com/details/431/
  24. Constraints, custom velocity and active attribute

    There are a lot of way of working with glue. First one it use impact object and its basic way. Second one its delete glue manually in dop using some attributes or distance to another obj or something else. I never heard about adding custom impact attribute because its internal bullet attribute and easy to use different approaches.