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Mark01

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Everything posted by Mark01

  1. Vellum grains Expanding Issue

    I don't remember exactly what is was that solved this, however a few things I ended up doing; 1. Reducing gravity 2. Using geometry and pinned/gluing the grains to the geometry so that it's all static and only areas collided with are unpinned. This thread and the hip file in one of the posts might be useful to anyone with this problem
  2. Vellum grains Expanding Issue

    Hi all , I have a sandbox filled with vellum grains. I have the grains settle and then after a few frames part of the grains start to expand slightly. Has anyone experienced this issue of know what could be causing this? Thanks so much!
  3. RBD collision Geometry

    Hi Everyone! I have a problem with collision geometry in the rigidbodysolver not moving. I have animated geometry I am plugging into the rigidbodysolver for collisions however I am finding it is remains static when I run the sim. The Initial Object Type is set to 'Animated Static' (although I have tried the others) Does anyone have any suggestions to get this collision geo moving again? Thanks sooooo much!
  4. RBD collision Geometry

    I cannot take it off the company network. Sorry.
  5. Vary RBD object weights

    Hey Everyone! I'm doing an RBD sim of multiple objects colliding. I am merging them and plugging then into the rbdbulletsolver. Does anyone know how I can modify the weight/density of one of the objects so it reacts differently to the other objects? Thanks so much!!
  6. 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!!
  7. Advect particles with object

    @Librarian Thank so much for that! I'm running h18. Is this file only for h16.5?
  8. 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?
  9. 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
  10. 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!!
  11. 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!
  12. 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
  13. 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?
  14. Thats hard to know why. Do you have screenshots or hip file?
  15. Grain simulation collapsing

    Thanks! This was really helpful!
  16. 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!
  17. kill by velocity

    That works perfectly! Thanks
  18. 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?
  19. 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?
  20. [SOLVED] Bring the attribute transfer into the solver rather before it
  21. Hmm, that doesn't seem to work, could you explain
  22. 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?
  23. 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
  24. 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
  25. 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
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