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caskal last won the day on November 24 2020

caskal had the most liked content!

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About caskal

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  • Birthday 07/10/1987

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  1. Hey guys, Got an issue that's driving me crazy. I have a scene on my machine, that looks in a certain size, but when I try to send to an online farm or client machine, seems that the size/scale changed. My scene: When I send to the client / farm they see this: I got an fbx camera, I thought it was that, so I tried to using an alembic cam instead, same issue. I also tried converting the scaled geo (0.01) to 1, and issue is still there, not sure what can be causing this, if anybody got a idea of what can I try, will be super appreciated. Thanks
  2. Instances following curl noise?

    Where bro?
  3. Instances following curl noise?

    Hey magicians, Anybody got a clue on how to achieve something like this? first thought is some flip with curl and instance geo, but did some tests with no luck. 4WEj4HDysF.mp4 Thanks!
  4. Paint splash via heightfields?

    Thanks guys! @Atom @Librarian I saw that post by konstantin, love the result, but I was wondering more about that splatter animation he has, like brushes of paint falling, I tried with heightfield + projecting shapes + mask by features + blur within a solver, but didn't get there. Maybe doing some particle + copy shapes falling and converting that into vdb will do the trick. Cheers!
  5. Paint splash via heightfields?

    Hey guys, Been trying to wrap my head to do this cool effect by Fernando Magalhães for Future Deluxe, asked him thinking it was flip, but he told me it was heightfields, any thoughts? Here are some failed attemps I did: Any info would be great! Thanks!
  6. Caskal Learning Thread

    Thanks dude! That A was made with some curl noise on a spline triangled mesh, then I merged frames in a sop solver to get the steps. Cheers!
  7. Vellum hair issue on moving geo

    Hey @Noobini thanks for the hip! didn't know that usefull group expression for pin, will come in handy to avoid that foreach trick. After some research, found that guidedeform did the trick, otherwise hairs went crazy. Cheers!
  8. Vellum hair issue on moving geo

    Hey magicians, I'm having some issues adding vellum hair to a moving geo. I tried using hair generate, and a for each loop to pin point 0, but for any reason the hairs go crazy. Simulated mesh also has static points (used point deform), so not sure what is causing this. I also tried scattering points on the animated mesh, but hairgen doesn't work when I select "per point", is this a bug in 18.0.416? I have normals on the points, but nothing appear. I believe I solved similar before using hairgen on scattered points. I also selected "match animation", when is not selected, hairs fall correctly, but when I try to make follow the moving points, constraints seems to go crazy: Any thoughts? Thanks!
  9. thanks guys @Librarian @konstantin magnus that oil effect looks great! checking the hip now, thanks for the help!
  10. Hey guys, I'm watching this talk by Will McNeil, he created a great oil painting setup that I'm trying to study it. He made clusters from a image, then traced and made lines inside, I'm struggling in this step, to get the trails inside the contour: Here's his talk if anyone want to checkout: Any help to get these contour lines inside will be super helpful Thanks!
  11. Bend step on foreach

    Even better! digging into the setup, love the "buddhas temple" name xD Did a quick test with vellum, its not the real movement but wanted to saw this beauty in motion, I might tweak the petal, drop into substance painter for some texturing and explore that chramp scale.
  12. Bend step on foreach

    Hey guys, thanks a ton for the quick reply! @konstantin magnus thats a clever idea, I didn't tried via UVs but I tried ray projecting a rotated grid onto a sphere and almost worked, thanks for the entagma tut! @Noobini thanks again for the help! love that setup, thanks for your time making it, did a quick test and looks amazing already, now I'm trying to figure out the chramp on the transform xD but don't help me on that, setup is almost done, want to figure out something by myself xD, tried adding a chramp on the CTRL but is moving all at once and not working on the ramp, like taking only 1 value, also tried a copytopoints with curveu > ramp within the foreach but repeats on everypoint, i'll figure out alone, no help please xD I might do a mix between my first setup and your stuff to bend within foreach, thanks again man! @Librarian wow! saw that popcorn some time ago and is an amazing setup, didn't know that wire capture node, and btw just checked your file, you recreated that??? or the original setup is yours? is amazing! thanks for sharing, i'm studying it right now Thanks magicians!
  13. Hey magicians, I'm trying to model this cactus (crassula kimnachii) So far I have modeled a petal, bended, duplicated and transform in a foreach with metadata iteration for the scale and a sweep curveu to control the profile: My question is, I have the bend at the beginning of the node tree, and I need to access the bend scale on the foreach, to use with the iteration so is closed on the top and opened at the bottom. The bend got its own capture region so im having a hard time to play with this on the foreach, this is the way to go? or there's another alternative to make it closed on the top and opening on the bottom? Another test I did is using a curly curve (line with couple controls in vex), where I plugged the curly on the foreach and controls the opening with the metadata iteration: Any thoughts to approach this? Thanks!
  14. Hey guys! @Dubtronics @treebog Thanks for the tut and the hip file, really useful. I also tried a method I found here in odforce that transfers the Cd on sops and import thats in the vellum dop in a sop solver. Here are some anim tests I ended up making: Thanks again! Cheers!
  15. Hey magicians, got couple questions regarding Vellum: First one, how can I inflate stuff via an attribute? I tried making a color attribute and doing a shitty vex (i dont know nothing about it so is normal that isnt working), I also tried making groups outside and putting that into the properties with no luck. Im trying to inflate only the hands when I slide the restscale, here's a image to ilustrate: Second doubt: Right now I made the arms just fall and collide with the body, but how can I create constraints by having points of 2 different meshes? here's a pic to guide: Should I blast points of inner arm, blast points of the tshirt, connect adjascent pieces and use that as constraints? Any help will be super useful Thanks!