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    Kushal Das
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  1. On your Static Object in your DOP network, check on "Invert Sign" and you should have a hollow collision object.
  2. Separate out the points you're looking to use post sim by @id so that they don't flicker and use a Copy to Points or instancing setup. Highly recommend taking a look at Toadstorm's instancing blog post for a deeper understanding on how to control your copies - https://www.toadstorm.com/blog/?p=493
  3. As long as you're using only one Retime as Atom suggested, you may get better results using the Advected blend mode
  4. Look into using a Wire Capture and setting the appropriate weights on your rope geo and then feeding that into a Wire Deform, similar to how you would set up a Point Deform. You'll need to have the curve that you're feeding into your vellum sim match the shape of the high res rope that you're trying to deform in order to get this to work as intended
  5. This seems to work as intended if you plug in your volume source into the sourcing input on your pyro solver. particles_experiment_v02.hip
  6. Hard to tell without looking at a hip to see how you're sourcing, but generally it helps to fade off the density based on the age of the particle. May also be helpful to use a pop proximity in your particle sim to kill any particles that stray too far from your main sim, so you don't have stray dots of density in your volume source.
  7. You could always cull the volumes to only be within the camera frustum of your shot. Try not to push the Resolution Exponent further than you need to as well, or try creating a system where there's lower resolution spectra further from camera
  8. Hi all, Has anyone had any luck attaching baked cloth to a crowd agent or clip? I'm able to break out the cloth post-crowd sim and sim, however I have a very large number of agents that get close to camera and it is way too slow and I am hitting my machine limitations. I'd like to be able to bake out the cloth and add it to the clip animation so that I do not need to simulate it all after the crowd sim, however I am not sure on how to do that as all the Agent Clip options seem to only let me modify the rig animation. Has anyone successfully done this? I've tried copying over capture attributes from KineFX and saving as an FBX, but that doesn't seem to save the rig. Thanks in advance for the help!
  9. Take a look at the Vellum Rest Blend nodes (Paul Esteves explains them well here). As long as you are able to create an approximation in SOPs of what you'd like the muscle contraction to look like, you can drive the Rest Blend to match that contracted muscle when the muscle contracts with an attribute.
  10. Optimize as much as you can, by caching the grains source, having the grains fall asleep and only awaken when they're needed. Once you have figured out what the maximum number of particles you can handle on your machine, you can fake in a bit more resolution by using a Point Replicate sop on your cached sim.
  11. You can get some breakup by multiplying the Cd vector in an Attribute Noise SOP.
  12. You should be able to keyframe the Source Scale parameter on your Volume Source down to zero inside your dopnet. Alternatively, you can mult down your density to 0 over time in SOPs pre-sim using either a wrangle or vopnet.
  13. If you are not using the twist functionality, it's better to stick with the String vellum constraints. They're essentially the same as the Hair constraints but they do not have any twist functionality.
  14. Did you add a rigpose and offset the knee forward before the ikchain sop? I haven't played with too much KineFX rigging, but that was the workflow in the SideFX Fur Dude tutorial to stop ik flipping - https://www.sidefx.com/tutorials/kinefx-rigging-fur-dude/
  15. My go-to for things like fine wrinkles is to work with a low-res shell and then point deform the higher-res, fully detailed geometry that has all the wrinkles to the low-res simulation. If it's a big feature, like pleated pants, I'll paint bendstiffness.
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