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About ekan de

  • Rank
    Peon

Personal Information

  • Name
    Eric Axelson
  • Location
    Sweden
  1. incrementing float attribute over time

    I got a solution working now. i used the solver node and in that a attributewrangle with this code: //get mask value from previous frame f@prevmask = pointattrib(1,"mask",@ptnum,0); if (@mask < @prevmask) { //set mask value to mask value from previous frame @mask = @prevmask; } //increment abcframe over time from trigger @newabcframe = point(1,"newabcframe",@ptnum); float fps = 25; if(@mask > 0){ @newabcframe += 1/fps; } Then i put another attribute wrangle after the copy to points where i just set the primintrinsics abcframe to the newabcframe.
  2. incrementing float attribute over time

    Thank you for your suggestions. I still dont get it to work as i want. Probably me that is thinking about this all wrong. 1. is it possible with vex only to increment a number over time? without the solver at all? 2. My thougts are, to have a trigger attribute, when this attribute is over 0 a new attribute say startanimation is starting to count. This attribute needs to start at 0, be a float and count upwards over time. I 3. i can get the startanimation to correspond to the framenumber but this wont make it start from 0. Sorry for being a pain in the ass but i dont really get the concepts yet.
  3. incrementing float attribute over time

    I am kinda newbie on vex and how to think it thru, how do i store the frame per point? or well, let me put it this way, how do i combine that with the mask from geometry so the frame doesnt go to nothing after the trigger happens?
  4. Hey all, this is probably a simple question but cant really figure it out. I have a grid, and a sphere that i am animating over the grid. This transfers a mask attribute with the mask from geometry node. I would like to take this mask attribute and use it as a trigger for playing alembics. Using the solver node for comparing and storing the mask attribute so it stays on 1 if the sphere has moved over a point. I create a attribute named trigger. Say if mask is > 0.5 the trigger attribute is 1. When trigger attribute is 1 i need to start incrementing another attribute named animation from 0 and upwards over time. How would i write this in vex so i can plug it into the primintrinsics of alembics that i copy on the grid? Thx!
  5. Hey everyone. I got a bit of a challenge on my desk now. This is what the project is about. 1. Creating thick colored smoke that rises upwards from the center. 2. The smoke needs to have one red side and one yellow. 3. the smoke should mix minimal but the smoke needs to affect each side. so if the smoke from the red side moves has some turbulence and moves over to the yellow side this should push the yellow side away and not blend. Minimal blending is okay but i want to keep the different shapes for as much as possible. 4. Later on there should be a character walking thru the smoke and push the smoke outwards the sides and towards the camera to. Is there a way to use viscosity by attribute from the 2 different emitters? There is a viscosity checkbox but i cant find use viscosity by attribute to have different for each emitter. right now im using 1 emitter for the yellow smoke and 1 for the red. In the beginning when the smoke rises up i need each color to stay on its side from the center to then be able to affect each other. i tried seeting up a simple geo in the middle but when simulating it its like the smoke gets stuck on the collider and it makes it look kinda weird. Attaching a very simple sketch. and the hip file. smoke.hiplc
  6. i will check these options out. Thank you all for giving me help!
  7. This is probably really stupid from my side but i can't see how i shall use this. I opened your file but im not sure how to change it to what i want. Maybee i was bad att explaining. 1. I have a mesh that i have setup so over time a attribute called trigger is going from 0 to 1 over time. This happens with a attribute transfer and a sphere that i am scaling up. when a point on the sphere gets close to a point on the grid it sets the attribute trigger to 1 instead of 0. 2.Then i have a alembic with i short animation on it. In this case its a animation of a peach that just scales up. (I went with alembic cause i want to be able to do this with other geos too later on). 3.Before the trigger is set to 1 on a point i dont want the alembic animation to start. 4. The alembic animation should only be played once. so when the point attribute is triggered, animation starts and then it stops in the end when the alembic animation is done. No looping or such. Is the above doable with the code you posted? and the file? The important thing is that i would like to animate an object, (or creating a mask) and on that way start the animations. Imagine small mushrooms popping up from the ground. Thank you for your time. I attached the file i just did. Just switch the alembic for anything you have local. trigger_abc.hiplc
  8. Hi everyone. My Vex knowledge is a bit weak and im facing a problem that i need to solve rather quickly. I would like to scatter alembics on a grid, and using a attribute that i over time transfer to the points that i scatter the alembics on to set the abcframe. How would i do this? I use the attribute transfer to get a attribute i named start spreading out on the grid points with the help of a sphere that is scaling up. This part works but im unsure on how to write the code to activate the alembic animation. using the setprimintrinsic function i beleive i can do this but as i said im unsure on how to write it up. Any ideas on how to do this? Thanks!
  9. Simulating flip from bottle

    Here is a rared version ofthe project if anyone wants to have a look. pouring_beer.rar
  10. Simulating flip from bottle

    Btw, if anyone have a answer to why i get the collisions flickering when flipbooking i would be greatfull to hear it.
  11. Simulating flip from bottle

    I havent found a solution for getting the geo in the hipfile. Sorry about that. I have now a flipsim that i am pretty happy with. i introduced a small amount of divergence when it pours to get rid of volume loss. Next step will be to simulate bubbles. those should be emitted from the collision area where the flip collides with the glass geo. I know how to get collision data when using pops but can this be used in the flipsolver? would be nice to emit particles that can interact with the flip sim but only from collision area between flip and glass.
  12. Can't Get Rid of Particle Stepping

    This my be stupid but just an idea from when i read you post. is the moving source cached with enough substeps?
  13. Simulating flip from bottle

    Thanks for all the answers. I still havent gotten it to not lose volume at the end. Tried different settings for couple of days now. As for volume loss, i would think that the volume loss would occur when the bottle is animated and not on the glass that is standing still? How would you set up a collider with thicker walls? if i make the model with thicker walls only for collision then i will get a problem from the flip particles colliding with that geo if they are spilled on the outside? is there a workaround for that? When you say that i should make sure the collision volume is calculated on a single frame i guess that you are talking about the glass? This one is a static object created from the shelf tools. Not sure i'm making this 100% correct but i locked the geo i use in the file and uploaded it here so you can take a look if you have time. Thanks! ek_pouring_beer_001.hiplc
  14. Simulating flip from bottle

    So some progress has been made. New questions thou. 1. Why is the collision geo flickering in the flipbook? its like its beeing turned on and of on different frames. 2. I have tried different settings on reseeding to maintain the flip volume but i still get volume loss at the end. Somewhat weird that its working good in the beginning but on the ned when there is a much simpler collision to calculate then the bottle it doesnt work. 3. I tried using the gas equalize that someone has mentioned in another thread here but couldnt get anything stable from it. i measured the volume of the mesh i created the fluid from and then put that into the gas equalize node. The result was just an exploding sim. Here is a flipbook of the sim.
  15. create flip tank inside object

    You can just select the outer part by dubbelclicking and deleteing it, that will create a blast node and then put your null after that.
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