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About davilucho

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    Solved. Use split node after the dop import fields, select your stream of particles and do the cachei independently

    My goal is to make a river, to which I am going to do the shading with an ocean surface and ocean volume. To this river I want to pour a liquid with viscosity. I also want to do an independent shading to this liquid. How far I have come is: I have made the river using a flip solver, and put it inside the flip object as an initial state. I introduce the viscosity liquid in the same dopnet, through a volume source. So I have the perfect collisions between the two liquids. If to both emitters I place a color node at the sop level, in the final cache I will have this information, but I do not want a simple color, I want to be able to do a good shading to each of the liquids. The problem is that I can't separate them to be able to do the shading independently. I have tried removing the viscosity attribute after the flip fluid source in maya, but the result is not good. I would appreciate some help.

    Hi all I'm stuck with this. What is the best way to mix two fluids that have different parameters (i.e viscosity)? Both will have different shadings. Any ideas. Attached reference scene. Thank you very much to all Mix_flips_RnD.hipnc

    Thanks a lot anyway Noobini. I saw your vellum file, and it will help me a lot in the future for sure. Thanks mate

    Thanks a lot for reply back. Its a great file but I would like to keep working with fur hair. and wire solver If you check my file I have a emitter smoke setup already, and vel forces, and the sim rnd sim works fine. My question is how to applied the guide simulation to all the hair. I hope this make sense. Thanks a lot mate

    Hi all I doing some RND for a new small project. For that, I need to simulate some grass. I have started using fur and hair. I have created a basic setup where I simulated the guides of the hair with wire solver and with some custom forces. The think is I dont know how to apply this guides simulated to all the hair. If iI am right, with fur system you can modify the guides and simulated them , and later applied this info to all the hair. If you check the file attached, you will see inside the guide sim, how all the guides are bending with the custom force. I would like to apply that to the hair. Im a bit stuck there. I would appreciate any help. Hope everybody are well and safe GRASS_rnd.hipnc
  7. vellum blend(inflate objet)

    Thank yo very much for response. I did some changes in my geo in terms of mesh and is working perfectly. I also I have increase my substep as you said. Now my next goal is try in to inflate my geo by areas, i mean, not all the same time, first front area of the car, the nthe middle and finally the back. Lest see If i can get a good result. Thanks all.
  8. vellum blend(inflate objet)

    Thanks for the reply Noobini. I tried that too, but still not working properly.
  9. vellum blend(inflate objet)

    Hi all Im testing vellum blend for a personal work . I have attached a file where I inflate a torus and a pighead. I need to do it with a rest position so I have used a vellum blend to control of how start the geo animation and how it ends. With the torus works very well but if i use the pigheadtest is not working as expected. Torus and pighead has almost same size, points, and primitives. Is the pighead not working as expected because of the shape of the geo?? This is my question. If I apply a polyreduce to the pighead I start to get accurate results, but the things is that I want to do it with a high poly car model, so I would like avoid polyreduce to get good results. I have noticed that with high poly models is almost impossible to inflate using this method. Also Im trying to inflate by areas, I mean, per example inflate first the head of the pig and then the ears, in a gradual way. Can any one point me the right direction with this?? Thanks a lot for any help my friends inflating_test.hip
  10. rain system question

    Thanks a lot both. really easy answer, thanks for your time
  11. rain system question

    Hi all, I need some help I have a group of particles falling on a floor.(see file atached) When they hit the ground they become a splash through a pop replicate within a group. Now what I need is to make the main particles invisible, that is, I just want to render the splashes. Exactly how I have it now, but rendering only the splash What would be the best way to do this? I'm stuck with this simple one. Thanks so much for any help. RAIN_question.hiplc