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  1. solver particle inherit Cd

    @vicvvshThank you !. This is a great file to learn from. Still trying to wrap my head around how solvers work.
  2. solver particle inherit Cd

    @SepuThank you Sepu for the file. Even though I wasn't aware of the pop stream node (which looks to be very useful), I was hoping to find a solution without having to go into a particle network. I wanted to understand the solver a little more . I thought this would be a perfect problem for a solver but from what I understand it is more complicated than it looks. I appreciate the help
  3. solver particle inherit Cd

    Hello, I am trying to shoot particles at a red object. When the particles move through the red object, I want the particles to turn red as well. An attribute transfer will not work on its own since the particles will eventually move away from the threshold radius. So I am trying to work with a solver. I think I understand the basic concept of how a solver works, but for some reason, my particles don't move when I hook everything up. I must be missing something here. I was reading up on solver on cg wiki : http://www.tokeru.com/cgwiki/index.php?title=The_solver_sop The example "Transfer pop colour onto geometry" is pretty much what I want but opposite. Instead of the grid inheriting the particles color, I want the opposite (particles inheriting the grid color). When I switch things around inside, I still get the same problem. I am going mad I will attach my scene file for anyone that wants to take a look. Thank you. solver_particles_cd.hipnc
  4. pyro clustering velocity

    @devilchuThank you . I get it now. Turning off the instancing was exactly what I was looking for to make the collision work. Thanks !
  5. pyro clustering velocity

    @devilchu Thank you, that works. Not sure why the velocity works though. If it is naming the v attribute to v_1 ,v_2, v_3 , etc. than how is dops renaming that to vel ? In the source volume inside dops it take a v attribute and remaps it to vel. How does it know that v_1, v_2 is the attribute v ?? I managed to bring in my collision using the deforming object shelf tool ... but I'm trying to figure out how would I get my collision to work if I wanted to use the "collision" preset under initialize in the volume source in dops ? appreciate the help
  6. pyro clustering velocity

    here is the file clustering_vel.hip
  7. pyro clustering velocity

    hello I have a big problem with my pyro clustering setup. I am trying to pump some custom velocity in my smoke trail but nothing is happening. I have a basic animation of a ball moving across the screen and I used the smoke trail shelf tool to make the basic clustering network I noticed even when I bring in collision, I am not able to increase the velocity of the collision. I hope someone can shine some light on why this is happening. I'll attach my scene file for anyone that wants to take a look . Thank you.
  8. vdb vel combine

    @AndreaThank you sir
  9. vdb vel combine

    @AndreaHi andrea, thank you for your response. I did what you said and it still does not combine my vel fields together... vdb_velocity_combine2.hip
  10. vdb vel combine

    Hello, I am creating a couple of volumes with the vdb from particles node and I realized that I have no idea how to combine my velocity fields into one. I am trying to use the VDB combine and VDB vector merge . But it is not working. When I visualize my velocity field. It doesn't look right. Someone please help. vdb_velocity_combine.hip
  11. store getbbox into attribute

    @anim @ikoon Thanks you. This makes perfect sense now.
  12. store getbbox into attribute

    Hello again I come with another vex question. This time I am trying to figure out the function getbbox and store it into an attribute to see what the values are actually doing,.... The help cards states: Sets two vectors to the minimum and maximum corners of the bounding box for the geometry. void getbbox(vector &min, vector &max) So I am trying to follow this exactly. vector min; vector max; getbbox(min,max); @P.x *= (@P.y/max.y); Now, I found this simple pieces of code on the forums somewhere and it works great. However, I am trying to store the getbbox into my own attribute so I can actually see the values but when I try, it gives me an error. This is what im doing: vector min; vector max; v@myBound= getbbox(min,max); @P.x *= (@P.y/max.y); What exactly am I doing wrong here? Why does the getbbox function not let me store its values into an attribute?
  13. rbd into grains

    @MaximumsProductionsThank you., this is a good start for me .
  14. rbd into grains

    anyone? I know this is probably a much broader topic. but I was hoping to try and get some help on emitting the grains on one frame after it explodes. Any help would be greatly appreciated. Thank you.
  15. rbd into grains

    hello I have a simple rbd sim exploding outwards that I want to turn into vellum grains as they explode. I have a simple set up working but the issue is that my source is emitting grains at every frame due to the creation frame being at $F. Is there a way where I can emit the grains on only one frame as the rbd is exploding ? I tried a length function to try and delete slow moving pieces but it is still emitting for a good 10 frames. I am trying to get it to emit once when the rbd piece is moving the fastest. The idea is to make the rbd pieces look like it is breaking up into a finer sand. I hope this is not a very complicated issue. I will attach my scene file for anyone that wants to take a look. Thank you rbd_into_grains.hip