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charly

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About charly

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    Peon

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  • Name
    Charles delaval
  • Location
    France
  1. vellum - no stretching

    Hi, I would like to know if there is a way to animate de pscale attribute during the simulation. If I do so, the lenght of the rope is scaling up, but I'm wandering if there is a work around. Thanks Charly
  2. Hi, everyone I'm trying to animate the width of a wire with a noise. Ihave no probleme to do it outside the DOP, but cant figure out to do animate the scale in the simulation. I tryed the to animate the thickness in the vellum solver, but not much more success. The only way I found was to animate the pscale with the pop grain, but it's made of spheres so I guess the wire solver would be more robust. Anyone has an idea ? Thanks
  3. The main idea is to use VDB instead of volume. So you can build your velocity field with volume then transform it in VDB using "Convert VDB" and "VDB Vector Merge". velocity_field_R17.hiplc
  4. Gasoline flame

    Thanks a lot guys for your precious help. Thanks Stephen for your set up. I was playing with it today today. It give some result but the best would be to do it in with the solver, like the reference that gave Viki.
  5. Gasoline flame

    Another reference would be the link below. https://www.shutterstock.com/fr/video/clip-1010077940-slow-movement-clean-fire-igniting-burning-on Playing with the shader give me a beginning of an answer but the hole flame become hollow. Anyone knows how could I get juste the base of the flame transparent ? Thanks gasoline_flame_V1.hiplc
  6. Gasoline flame

    Hi everyone, I would like to make a flame like the référence. It seems to be a flame from gasoline. The base of the flame look like it's transparent. I did a basic setup using noise on the fuel attribute and trying to get the transparency from the shader but it's not going so well. Is anoyone has done this type of flame before ? Thanks
  7. Thanks a lot for your answer David ! I'll check this out. Cheers
  8. Hi, I'm trying to use one shader that link to different images. I named my images galaxy_1 galaxy_2 ... and I want to use the stamp function to change the image. But it seem I'm doing something wrong. Thanks
  9. tearing cloth with pyro

    YOU ARE AWESOME FENCER !!!! It's more than I what expected. Thanks again !!!!
  10. Hi there, I'm trying to tear cloth using pyro. Basically, I have a sphere with cloth simulation, and inside this shere I want to make a smoke explosion that will tear the sphere. I tryed using "cloth solver" and "pop grain", but have an issu with both technics as I'm still beginning. 1) Issue using Pop grain: It look good in the popnet but I don't know how to tear the fabric when I but the mesh back. 2) Issue using cloth solver : I don't know how to use the pyro simulation has collider. I tryed VDB or mesh, but I'm missing something. smoke_tearing_cloth_01.hiplc Anyone has an idea ? It would be great to know both technics. Thanks, Charles
  11. Hi Tanto, Thanks for your answer. So I did what you said and it's working on the first frame. Now, the problem comes from the advection I guess. The colors seams to folow the turbulence but not perfectly. Anyone has an idea ?
  12. Hi, I'm trying to pass the color from polygon to VDB, transform the VDB then apply the color back to polygon but I don't know how to do. I tryed to use "VDB advect points" but I can't figure out how it's working and if it's the right solution. Charles VDB_color_uv.hipnc
  13. set and get persistant attibute

    Hi Atom, thanks for your answer, My issue was to increment only on time when it's selected and not every frames. Then increment again only if the bounding box leaves and come back. Charles
  14. set and get persistant attibute

    I find out how to increment the value the way I want using the sop solver. But I'm still interested in a clener way to do it, like using an array for the selected points. Because the Wrangle get generate each frame, the best solution to keep an array seems to be with Python. Charles increment_value_new_selection.hiplc
  15. Hi, I'm trying to increment a point attibute value over time in vex. A basic exemple would be to animate a group node to increment a counter each time it select points. Then, emitt particles if the points have been selected 3 times, or be able to know if a point has already been selected before. So I tryed to do a setpointattrib to a node that is not time dependent, but it doesn't seem to work. Is there a way to do it in vex ? Thanks, Charles
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