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About nicoladanese

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    Nicola Danese
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  1. apply gas turbulence based on velocity

    thanks a lot Marco!
  2. apply gas turbulence based on velocity

    hey Evan works perfectly! thanks!
  3. apply gas turbulence based on velocity

    hey! I'm trying to apply gas turbulence based on the velocity of my volume, what I want is turbulence only where the volume has some velocity, but I can't make it work although it seems pretty straightforward (see image attached)
  4. cloud with interaction

    hey thanks for your reply! I think is working quite good, I think is a good idea to set the activation only at first frame toavoid a constant emission
  5. cloud with interaction

    hey! I'm doing some clouds (static) and I need to make one of them "dynamic" as a character jump out of it. since I created them with some geos, then convertem into volumes and applied some noise, so no solver obviously, I'm looking into some tips to convert it into a source for a dynamic cloud cheers
  6. Hey! I'm looking into rendering some clouds with arnold, but as far as I understood I can only render cached vdb files, problem is this workflow looks very slow as I have to go back and forth between volume shaping and rendering, and if I have to write out vdbs each time I change something I'm not sure this will be ideal for me! cheers!
  7. scatter points on animated mesh

    hey! thanks for your reply, I found also this from farmfield, and he's using point deform as well! interesting the way he uses vdb to sheres to have spheres that are not intersecting each other
  8. scatter points on animated mesh

    update: found a point-deform example that looks exactly what I need...will do some test!
  9. scatter points on animated mesh

    hey! I'm about to create a fairly simple effect where a deforming mesh (a man running for instance) is made of spheres, not only on the surface but inside as well. Of course I can scatter points inside, but my question is how can I keep the distribution of spheres constant through the animation so that each sphere moves with the body (and on top a little noise to make each sphere alive...) a good example is this video at 1:32 any tip? cheers!
  10. wacky waving inflatable man

    hey! I didn't have the chance to look into h17 and vellum yet, and I'm looking into a way of simming the wacky waving inflatable man, like the one in the ref. any idea or advice? is it achievable with vellum? I've seen objects inflating/deflating but this has some complex dynamic I'm not sure about
  11. fit mass for bullet

    hey! sorry for the late reply, and thanks for the example really appreciated! awwww now I see, this is what I was missing, is what you wrote in the post it "you can actually observe 3 different masses. first frame (DOP has not been solved yet) the mass is whatever gets set in SOPs, 2nd frame (DOP has solved 1 timestep) we get the computed mass, 3rd frame (our sopsolver is active only on that frame) the mass gets set to the number in the sopsolver" thanks again!
  12. arnold shaders not showing on tab menu

    hey! problem solved, this is what they replied from solid angle We removed the depreciated shaders from the root SHOP menu. You will find all the shaders after creating an Arnold Shading Network, and creating your network inside that VOP network. https://docs.arnoldrenderer.com/x/2IBQAg Thanks
  13. arnold shaders not showing on tab menu

    Hey Mike thanks, I tried but unfortunately no luck, arnold shaders are still missing
  14. fit mass for bullet

    oh btw I think I managed right now to apply what Char was saying, appended a point wrangle in a sop solver and override the mass seems to work, but I have to keep the "calculate mass" in the rbd packed object and override it every frame, otherwise mass go back to the calculated number
  15. fit mass for bullet

    Hey Dominik, I'm struggling cause I have a bunch of pieces from a fracture, so I'm trying to apply this in a for each loop...attached an example calculate_mass.hiplc