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Mark01

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Everything posted by Mark01

  1. Advect particles with object

    Hi All! I am trying to simply advect particles using the geometry of an object moving past them - I'm just looking for a small bit of interaction between them. Could someone point me in the right direction. Searching it online, all I seem to find is "popAdvectByVolume". Thanks so much!!
  2. Advect particles with object

    @Librarian Thank so much for that! I'm running h18. Is this file only for h16.5?
  3. Advect particles with a dynamic object

    I'm just thinking for pyro, it's simply a case of plugging a vdv in a fluid source. So is there not a more simple method for particles?
  4. Hey everyone! I am try to simply advect particles with a moving object. We have particles/grains floating around and a person runs through them at speed so I just need to create some advection/turbulence, more than what's already created from the collision. I assume it is as simple as pyro but I can't seem to work this one out. Any ideas? Thanks
  5. Advect particles with a dynamic object

    I'm not sure if this is what I am looking for. Im looking for the object to just disturb the floating particles slightly. Any other suggestions? Thank you!!
  6. hi all ! I have a basic vellum grains setup. I need to modify the clumping to make the grains stick together less and for the grains to move more freely. Any suggestions which setting in the grain solver I should be modifying?? Thank you!
  7. Emit pyro outwards (not upwards)

    Hey everyone, I have an animated object moving in a sin wave type motion. I am trying to emit smoke outwards from it. At the moment the smoke is just rising in Y which isn't what I want. Any suggestions? + i made an awful unnecessary diagram, it might help or it might be confuse matters
  8. Emit pyro outwards (not upwards)

    Thanks so much for that that hip file is really helpfu! So that was working but rather than emitting from a line, I am emitting from particles. So I would need the the particles velocity to also point outwards. Plugging a scatter into the line and then feeding that straight into the pointwrangle2, I can't seem to get your setup working?
  9. Thats hard to know why. Do you have screenshots or hip file?
  10. Grain simulation collapsing

    Thanks! This was really helpful!
  11. popAwake with Vellum Grains

    Hey All! Question! Does the popAwake node work with Vellum Grains? I am placing it after the vellum source but it doesn't seem to have any affect? I'm not sure if i've made a mistake or if the popAwake node simply doesn't work with vellum? Thanks!
  12. kill by velocity

    That works perfectly! Thanks
  13. kill by velocity

    Hey guys! I need to kill particles that have little/no movement. The trouble with killing by velocity is the particles that are moving, are varying in the axis they're moving in so I can't just kill @P.y ? Any suggestions? Is it maybe possible to get each a particles speed of some sort?
  14. Hey guys, This should be fairly simple. I have a ball bouncing on a plane, I am finding the contact points but rather than displaying then one at a time as the ball bounces, I need them all together on a frame hold I am transferring the Cd attribute from the ball to the plane to get the contact points. Then we are removing all ground geometry except the contact points if (@Cd.g >= 0) removepoint(0,@ptnum); the contact points appear frame by frame as the ball is bouncing. Any idea how to get them all to display at once? So I guess I need to store the contact point somehow?
  15. [SOLVED] Bring the attribute transfer into the solver rather before it
  16. Hmm, that doesn't seem to work, could you explain
  17. Thanks for the reply! i think it's even simpler than what you described. i am just trying to store all the color from the impact points on the ground. I assume this can be done with a sop solver and reading the previous frame but im not sure how?
  18. Hey Everyone, Can anyone give me information about baking a texture onto an object? So I projected camera footage onto an object however I'm making the object disintegrate like paper and need the projected texture to remain on the object after it has disintegrated. I can't seem to find any resources about this? Many thanks in advance
  19. So if we wanted all the rbd objects that fall below y=1 to be affected by the Pop Force, we create a popgroup called makeActive with: if (@P.y < 1.0) ingroup = 1; Plug that pop group into the post-solve, and then use 'makeActive' in the pop Force? I think I must be doing something wrong? * SOLVED - This above method works
  20. Hey Everyone! Is it possible to define a region (perhaps with a shape) which pop forces are applied. I have an rbd sim and am looking to have a specific area that is affected by a pop force. Any ideas? Thanks
  21. Hey everyone! If we have particles colliding with an object and bouncing off, we can transfer colour to the hit position. Once the particles have bounced off the object, the colour is also removed. How do we get the Cd to remain on the object once the particles have bounced off? Any idea would be great! thanks
  22. Hi Everyone, Question Time! I have a curve in a helix shape. It has been made procedurally so the number of coils and length etc can be modified I would like one end of the helix to be stretched out more. Is there a way of procedurally scaling a part of a curve perhaps with a ramp? Any thoughts would be really appreciated! Thanks!
  23. Procedural Scale

    Thank you so much! this is exactly what I was looking at doing! You say this was a preset though? How did you find this preset? - I couldn't find anything anywhere?
  24. That's fine, check this out: https://www.google.com/search?q=cross+product&ie=utf-8&oe=utf-8&client=firefox-b-ab
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