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Brickouz

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Everything posted by Brickouz

  1. Flip Source From Points

    Hi everyone I was playing with the flip source node and I am wonderig : is there a way to create a flip source from points, instead of from geometry ? For exemple now I want to create a flip collider from a point simulation, if I want to use the cool flip source node I have to create a vdb from particles + convert vdb to mesh + flip source, I guess there would be a more efficient way ? Have a good day, thank you for your time
  2. Flip Source From Points

    I heard of this experts tips, I feel like a pro using the pop source for flip now I found that vdb from particle fluid works very well to create a collision, it only takes one node and it seems to be accepted by the volume source collider in the dops so far.. thanks for all these answers !!
  3. Flip Source From Points

    I never heard about this but it sounds very cool haha I'm gonna try this
  4. HOW TO MAKE FLIP SIM MOVING LIKE SAND

    Hi! Would the ocean be moving like water or is it static until the dolphin collides with it?
  5. rendering to separate files

    Hi, did you try "extract image Planes"?
  6. FLUIDS - ALPHA PROBLEM

    Hello everyone! I have a problem with my alpha, when I render my clouds separately (what i don't render is in matte shading) I end up with weird alphas in compositing. Do some of you have the same problem, or is there something obvious I'm missing? Thank you!
  7. VORONOI & REM -ADD FRACTURE POINTS

    Hello! I would like to know how you could control how your voronoi or fem will break. I used to watch videos by Sangiemenla, he explained how to use the "add" node to control where your solid would be fractured. But now I can't find his channel any more and I can't remember! I would also like to know if there is a similar way for FEM network, to set where the solid object will break. Thank you! Antonin
  8. VORONOI & REM -ADD FRACTURE POINTS

    It's OK, I found out! You just have to put another solid inside a scatter node, so this solid will define how your initial object will fracture. Since I opened this thread, I have two more questions about the same topic. First, like on the video I uploaded, the collision object can flicker then the fracture gets weird. Is there a solution to this? Second, I did not manage to use the RBD glue object right. The voronoi objects just breaks itself, whatever I do. Can I do something about this? Thank you again! colli bug.mov
  9. SMOKE TRAIL : MERGE CONTAINERS

    Hello! When I make a smoke trail, it makes several containers for the same smoke. This is something I love when I make the simulation. But when I export it to VDB and try to render it, it only renders a black cube. I discovered that it was because the simulation had several containers because when I filter it with a Blast and choose only one containers, I avoid this problem. Would there be a way to merge all containers into one? Thank you!
  10. SMOKE TRAIL : MERGE CONTAINERS

    Thank you a lot!
  11. SMOKE TRAIL : MERGE CONTAINERS

    Thank you! I think i just don't manage to use this node correctly, would you have a scene where you use vdbcombine to share please?
  12. FIRE IGNITION - TOO SLOW

    Hello! I'm animating a burning match, and here is my problem : The ignition starts too slowly, even if I set up a fast fire. Is there a way too fix this? This is the kind of ignition I would like to make : Thank you!
  13. FIRE IGNITION - TOO SLOW

    Yes, this is perfect! Thank you so much!
  14. FIRE IGNITION - TOO SLOW

    Thank you, but this doesn't work, I think I haven't been able to give a good description of my problem. When I light the fire, the match is moving fast, and so is the fire source. I think the problem is that when it is moving too fast the fire is not burning well. Is there an option who help the fire to avoid cooling down?
  15. FEM Fracture Attribute

    Hello! In this Masterclass, at 41:00, the teacher explains that fracture parts of the object can be localy modified using an attribute. So my question is about this : how do you control what part of the object will fracture? is there a way to connect the FEM solver to a voronoi attribute or anything like that? Thank you for your time!
  16. FEM Fracture Attribute

    This is perfect! Thank you
  17. Maya Rig -> FEM

    I did not manage to deal with this problem, but I got some infos, I give them to you!
  18. Maya Rig -> FEM

    Hi! If what you want is combining animation and dynamics, maybe you can try something with Follow Target tool. Good luck!
  19. FLUID FORCE NODE

    Hello! Do some of you sometimes use Fluid Force node? I want to have my fluid having influence on meshes, and I cannot manage to set the node properly. If you use another method for this, I would be happy to learn it. Thank you! leafNdrop.hip
  20. FLUID FORCE NODE

    It's okay, I found out! For those who might want to know, you have to write your flip fluid's name in the fluid force node, and then play with the object's mass to make it influenced. And this node only works for Cloth Dynamics (not FEM for exemple).
  21. Pyro Attributes

    Hello! I'm encountering a little problem with Pyro Fx. When I export a geo file from any fire, the attributes of heat, temperature and fuel look good in the viewport but when I render them, I get a particles cube. It seems that those attributes are not exported in my bgeo files (I tried with Vdb files and got the same result). Is it a bug or is there a step that I missed in the export? Thank you!
  22. Pyro Attributes

    Yes, I get it, this is so smart! Thanks a lot!!
  23. Pyro Attributes

    Of Course! So, in this file, you can find the pyro_sim, the pyro_import with it bgeo import, and the bgeo imported. On my computer, the bgeo file is okay in the viewport, but only a gray cube is rendered. Thank you for answering! Heat Export.rar
  24. Pyro Attributes

    I tried to export a Vdb to guerilla render, if the Vdb doesn't have a density attribute, it only renders a black square, if it has a density render the smoke is rendered, but the fire isn't. I really think that I'm doing something wrong in the export, I tried the same operation on two computers and had the same result so obviously it comes from me..
  25. Simulation Strategies

    Hello! I was wondering if some of you had a strategy to render high resolution simulations. For exemple, to render a high resolution smoke, can you render at a low resolution multiple times? Thank you!
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