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  1. Compress vdbs

    Hey pclaes! Thanks this is super helpful! I was thinking the same thing but I did not want to start doing this and then get problems when rendering later on that I might not like initially notice. Also yeah this was only thought to be a post simulation, pre rendering thing
  2. Compress vdbs

    I see, thank you! Do you recon it would make sense to pull out the fields that might be less important and compress these separately, but leave important stuff as it is? I am mostly trying to save space and making this whole process more efficient with a limited amount of storage for huge scale sims If you have any other suggestions in that area, I would be excited to hear!
  3. Compress vdbs

    Hey celd, thanks so much! This is a lot clearer now I am wondering if this is something studios do in production or if this is a case by case kind of scenario? Just trying to figure out if this is something that I should be implementing into my future workflow, as there is defo upsides to having to store less data.
  4. Compress vdbs

    Heya! I am looking into compressing down the size of my volumes and I have stumbled across compressing my vdbs down to 16 bit float. This make my guys nice and smaller and I don't see any difference in rendering but I am not 100% understanding whats happening behind the scenes here. Is there any disadvantages to doing this, such as loosing res? I would be happy if someone could help me out with this! Thanks
  5. Woops, sorry here is a file! test_dynamic_vellum.hip
  6. Hey guys, I am currently working on understanding vellum better. Right now, I am trying to dynamically add a point and a new constraint to that point each, lets say 5 frames, to my vellum sim inside a POP wrangle (original Input is a single point, I am trying to get to a long infinitely increasing string). I can make these, but the points just sit where I made them. I am not sure which attributes to set to have them join the simulation. Can anyone help me with this? I would appreciate it Thanks
  7. Flip initial velocity without shape change

    Hi Atom, thanks so much for taking the time to reply. I have thought about this as well but sadly, my source isn't static like this. I am sourcing from some moving sop geo, that has differnet bits come in at different times. Imagine something like loads of balls being thrown at a wall and as they are about to hit, I slice of a chunk and turn that into my source which my velocity which then goes to flip to make me some splashes. This means I couldn't animate the switch properly and as this is procedural it would be hard to slice and break the pieces off, if that makes sense? Do you have any other suggestions? Thank you!
  8. Hi, I have a really simple problem but I can't find a workaround for this. I have a flip sim with some sources popping in over time and I want to give it a really high initial one time velocity from SOPs which is driven by some stuff I calculated there. Thats all nice and working but in my sim, on the first frame, the source takes that velocity into consideration and deforms into a nasty shape representing this velocity. This wouldn't be a problem but as my velocity is really high, the deformation is quite big, which is going right through my collision objects and I have no idea how to overcome this. I tried playing with transferring the velocity inside a SOP solver so the points get created in the source shape and then get the velocity but as I only want this once right after creation and never again, I can't quite find a way to pull out the right points to transfer it to. I will be super grateful if anyone has any suggestions how to go about this the right way. Thank you!
  9. Hi, I am doing some vellum stuff but I am struggling to have my hair remain in the shape I initially put it in (I have a deforming hair that I want to influence my sim). Is there a way to have something similar to "target geometry" like the wiresolver had? I saw the vellum rest shape SOP but I am struggling to understand how to use it and if that would be the answer to my issues. Can anyone help me? Thank you!
  10. Hey! I am trying to dynamically make some cloth constraints in a SOP solver. I am using the clothattachconstraint node and I am filling my empty group inside the sop solver, hoping that the constraints will be picked up in the clothattachconstraint. Instead, the Frame after my constraints are created, my DOP errors with "Failed to process constraints". Is there a better solution to do dynamic cloth constraints? Thank you!
  11. pyro cache gets stuck in place/ freezes

    Yes I am! Ohh I see, that explains why I don't get that result when I run it on lower settings. Thank you so much, this was driving me crazy!
  12. Hey guys, I am doing a pyro sim and I am getting this really weird error where my pyro just randomly freezes at one point in the cache. There is still some movement (like some small turbulence) but it seems to be stuck in place. Has anyone encountered this before? I am grateful about any input! Thank you
  13. Woops, no sorry, forgot to clarify this. I am wondering about a grain sim, like ground interaction
  14. Hey everyone, I am wondering what your best approaches are for turning a grain sim (snow) into a renderable mesh. I have tried both, converting it to VDBs and then geo as well as using volumes for rendering. I am wondering what you'd recommend when bringing my sim into maya for rendering. Should I stick to points, convert it to a mesh or stick to volumes? I am happy about any input, thank you!
  15. Hi everyone, I am trying to do a simple POP sim but I am kind of stuck. I am trying to dynamically add points to my sim of already existing points inside my SOP solver. Whenever my point hits the ground, I want to add a pile of new points at the collision spot, all with initial velocity which then become part of the sim. I know I can do this using the pop replicate dop but I want more control over the points and their velocities I add and I would prefer to do it manually. Any chance anyone has some pointers of how to approach this best? I would be grateful!