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MOKANA

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About MOKANA

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    MOKANA
  1. Dynamically Modify Geometry

    I take a sphere and then apply the mountain SOP to this sphere. Then I add a Copy node which is fed a point cloud from a sphere, IsoOfset, and scatter combination. Below the Copy I place a NULL node. In this Null Node I can see the total number of packed Primitives. What I would like to do is to be able to modify the Frequency Parameter on the Mountain Sop for each of the Primitives that are being Copied so that each one of the Primitives has a unique shape. I need a variety of moon rock to blast out. Without modifying them, they all look the same. Any thoughts on how I can accomplish the ability to dynamically create rocks of various shapes. Thanks in advance.
  2. I am using the following code to change the scale parameter in a geometry node: { s = @scale; if (s < 1) { if ($FF >= ch("/obj/CONTROLS/Start_Frame_HV")) { s = s + .25; } } return s; } I am able to grab the value, evaluate it, add .25 to it, and it is reflected on the desired frame. However, after the very first time, it will not add to it and it stays at .25 until scene completion. I have tried referencing it via the ch("...") function but it always comes back with a recursion too deep error. Up until it hits the desired frame, which is 24, the value remains at the desired value of 0. Then at frame 24 it is set to .25, so this tells me that this script is evaluated at every frame, or am I missing something? I am able to increment it from 0 to .25 at frame 24, but nothing after that. Any guidance would be much appreciated
  3. I am building out a Big Bang collision. I have a very large sphere that I use as the all encompassing universe. This is a static object. It is the Universe Sphere. I then have an RBD that I set the "center" parameter/attribute to the Universe sphere center channel. This sphere serves as the Big Bang, which has been fractured via Vonorni. I use a smaller sphere, whose "center" parameter is also set to the Universe Sphere center channel, as the initiator of the collision. I set the radius up for the Spheres. The Initiator Sphere is key framed with a Uniform Scale of 0 and then the very next frame it is set to 1. The size of this instantaneous expansion sets the velocity. I set the mass of the Initiator Sphere way up and I use a Position node to keep this Sphere for the most part locked down. I set bounce to 0, rotational spin to 0, and friction to 0. Over all, these settings, for the most part, keep the Initiator Sphere locked at the center of the Universe Sphere. However, I am getting a very slight wobble, before the Initiator Sphere settled down into a perfect center in reference to the Universe Sphere. What I am asking is what is the most efficient way to stop the wobble and lock the Initiator Sphere to the center of the Universe Sphere. I have looked at Constraints, however, the universe sphere is a static object, not an RBD, so I am thinking constraints will not work. I am looking for a very uniform collision across all out ward moving vectors, much like a uniform nuclear detonation. Any help would be much appreciated.
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