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starion83

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Everything posted by starion83

  1. Hey guys, I'm not sure why this is happening. But when I rotate an object that is fed into the vellum collision geo stream, my vellum sim geo always falls through it. I've increased the collision iterations to a very high number along with substeps, and still no luck. I've also adjusted the thickness of the constraints. Any advice as to how to avoid this? Thanks
  2. Vellum Collisions

    Sorry this was meant to be posted in general. Reposting there.
  3. Vellum Collisions

    Hey guys, I'm not sure why this is happening. But when I rotate an object that is fed into the vellum collision geo stream, my vellum sim geo always falls through it. I've increased the collision iterations to a very high number along with substeps, and still no luck. I've also adjusted the thickness of the constraints. Any advice as to how to avoid this? Thanks
  4. Thanks Joseph. Sorry I could have been a bit more specific - I'd like the object to drive the opacity of another object. I really need a distance based solution as the object causing the reveal is complex, so the light approach wont work. I was hoping there is some way do to this purely in the material, as the geo of the object being revealed is a product, and can't be altered.
  5. Hi everyone, I'm hoping this is a simple one, but can't seen to find the right answer. Basically I'm trying to reveal the surface of an object, as another passes through it. The tricky part is I can't use geo attribs to drive this (Geo topography is inconsistent and can't be altered) and instead need to handle it all in the material. I'm using Redshift to render, and have tried using AO to achieve this, but I really need more control with a pure distance based shading that I can direct a bit more using a ramp to control the reveal over the surface. Is there any way to achieve this? Many thanks in advance
  6. attribute weighting for pop advect by volumes

    Ah! Amazing! I hadn't unlocked a node before. That worked perfectly. Thanks for the tip!
  7. In a dopnet I'm trying to weight the amount that of force that is applied by a pop advect by volumes in a, based off attributes that change over time. So the geo that is advected changes over time. I've had success achieving a similar weighting with a pop force with VEXpressions, however this requires the input tab in the node to specify the geo to specify a SOP path to read the attrib values from. And the pop advect by volumes node doesn't have this. Not sure how to implement the same approach without this! Thanks for any help you can offer!
  8. Hi everyone, I've generated a series of vdbs using pdg. I'd now like to scatter these randomly. Is there a way of randomly loading in files per point? Is there a node workflow for this? Or does it require a bit o vex? Thanks in advance!
  9. Assign materials w probability [SOLVED]

    Thank you Tomas! I'll give this a try
  10. Hi everyone, I'm trying to assign materials to a set of objects (each with a unique name attrib). But instead of randomly applying materials, I'd like to weight the application of materials, so that for example 10% have mat1, 40% have mat2 and 40% have mat3. My first thought is using for each piece + vex with if else for weightings? Or is there an easier way I'm not aware of? Thanks in advance!
  11. Assign materials w probability [SOLVED]

    Looks like what I was missing is the assignment of material path. with s@shop_materialpath = "...."; A weighting of 10% / 90% can be achieved by looping over objects with vex: if(rand(@class) < 0.1) s@shop_materialpath = "/mat/Test1"; else s@shop_materialpath = "/mat/Test2";
  12. Hey everyone, I'm struggling with solving a problem as to how to render footage that creates an Anamorphic effect for a screen that bends around a corner. Essentially like this awesome screen: My first thoughts were to work in these steps: 1: Create container based off the screen dimensions (W x H x D) 2: Render the sequence of the contents of the container from an optimal perspective 3: Camera map the image sequence back onto the front face of the container (Which is the screen) from this camera 4: Remove the curve from the screen, and then render this flattened surface However this is where I'm getting stuck... Is there any way to render a sequence of a texture that has been camera mapped to a surface? Or bake out an image sequence of this texture that has been mapped with camera projection? Or is there some tricky way of ray tracing the surface of the curved screen, and then projecting this back onto a flat surface or render directly? I'd be massively grateful for any help or insights that anyone can provide!
  13. Mask a velocity volume with an object

    Ok I got this working by multiplying velocity field by inverse of density. What I was missing was the need to split the velocity into x y z vector for the multiplication, and then convert back to vector.
  14. Mask a velocity volume with an object

    Hi everyone, I have a velocity volume working well to advect a vellum sim, by pulling the objects towards the normals of an object. However I'd like to remove all velocity values from within the object, so that once they've been pulled in and "captured", that they can then move freely within the shape of that object. The object is not being fed into the vellum sim for collisions. Is it a matter of doing something like, multiplying the velocity by the inverse of the density? I tried this but couldn't quite get it right, I'm not sure if I'm missing something. Thanks in advance for any help! VelocityRemoveInside_Test.hiplc
  15. Edgefracture Cd to attribute

    Thanks! Will give that a try
  16. Hey everyone, is it possible to transfer the viewport color of a edgefracture piece to Cd? It only seems to create these colours to display, and not as an attribute
  17. subdivide fracture for vellum collision

    That was what was missing! Thanks so much Tomas, very much appreciated
  18. Hi everyone, I have a simple fracture simulation that I would like to use as collision geo in a vellum sim. However as vellum is particle based, and the collision geo is very low poly, I need to somehow increase the geo subdivisions for the fracture sim geo. I've looked at using the subdivide node, but this doesn't seem to work. I'm hoping this is a simple one and I'm just not aware of the right node to drop in! Thanks in advance! Glass.hiplc
  19. subdivide fracture for vellum collision

    Sorry Tomas that last file didn't include the Vellum sim. I've attached it again. Also here is a screen cap of what's happening. The vellum is colliding only with a few points from the fracture rbd sim GlassAndVellum.hiplc
  20. subdivide fracture for vellum collision

    Hey thanks for the fast reply Tomas, it sounds like I've misunderstood how vellum works! I thought that it was particle based (not sure where I've picked this up...) This would explain why vellum sim is only colliding with the geo points from the fracture sim, which is why I'm trying to subdivide it further. But it sounds like there is another way?
  21. Vellum + RBD

    Guys, thank you for the response! Yes currently this has been the approach I landed on: split the sim into vellum / RBD. It seems to be doing the trick convincingly enough Here's hoping that we get integration of vellum and RBD in the future
  22. Vellum + RBD

    Hi everyone, I'd done a bit of searching around, and it seems like the answer is that vellum and RBD can't yet be combined into a single simulation. However I'm wondering if there's a way to fake RBD in vellum? I'm trying to create an effect where glass cracks because a vellum object pushes against it. Is there some workaround to make a simple object 100% rigid using vellum? Any help is greatly appreciated!
  23. Kinks in stretchy flip sim

    Thank you Diego, I'll look into this also. However I fee like there must be a way of keeping the simulation more stable. This behavior doesn't seem natural, so i expect it must have something to do with a parameter adjustment. I've tried a few different things now, but without any luck. I'll keep tinkering and see if I can get a more accurate result
  24. Kinks in stretchy flip sim

    Hi all! I've got a stretchy flip sim, which is for the most part working as I'd like. It's a fluid that is being pulled apart with stretchy bands being formed. However I'm finding that when the bands become too thin, they begin to kink in a strange way, like in the attached image. I suspect this is something to do with the high surface tension in the simulation. I've tried may different adjustments to the settings, including upping the particle count, and substeps, but without any luck, Any advice or steer in the right direction to resolve this would be hugely appreciated! David
  25. Kinks in stretchy flip sim

    Hey Ernest, thanks for the suggestion. I did try this, which seemed to thin out the fluid, but not really address the kinks that are appearing in the finer strands of fluid. Whereas I'd like to keep the volume to the strands, but keep their stretching more stable.
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