Jump to content

gangland

Members
  • Content count

    101
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

2 Neutral

About gangland

  • Rank
    Initiate

Personal Information

  • Name
    Gabriel Reid
  1. Flip broad splash

    Hey man, your file is working outstding. those small tweaks has add a lot to the effect. also the usege of narrowband, it saved a huge amount of time, file and ram. Thanks to share this valuable knowledge with the community. i owe you a beer
  2. Flip broad splash

    Cool, i will take a look at file. ill return afterward
  3. Flip broad splash

    Hello guys, i have an object falling into water, by default the collision seems dull and weak. i trying to pull water around the object by using an pop then converting into vell field then bring it dynamically to flip again. i not sure if i'm approaching the situation efficiently, does anyone have an good solution? i will post my dynamic rnd, its seems dull yet. broad_splash.hip
  4. Collider Creation Frame issue

    Hello guys. im doing an splash simulation using an object falling into the water... I using feedback scale in the flip solver to make the object float. it works nice while the rbd object starts togheter with the flip solver. however it need an pre-roll frame becouse its a sea. if i just set the Creation Frame of the rbd object to lets say at frame 10 or anything diferente from 1, it simple do not collide in the flipsurface(looks like an solid ground) i've tried many things the get rid of that. i lost . please help. (ps: i will provide an simple .hip file) splash_creationframe_v00.hipnc
  5. Hello guys, i trying to build an foam layer with a bunch bubbles scatter inside the volume. however the topology of this geometry is changing so the point deform does not work. is there any way to build this points and they sticky in same position while the foam layer its moving? please help me. bubbles_inside_foam.hiplc
  6. Flip with low viscosity

    somehow changing the velocity to APIC did the job, but i was using viscosity from attribute
  7. Flip with low viscosity

    i think still splasy with an APIC Method. Its frustating that an viscosity value of 0.0001 still holding way to much the liquid
  8. Beer Simulation

    awesome result dude, can i have the hip file?
  9. Flip with low viscosity

    good call, i will give it a shot
  10. Flip with low viscosity

    Hello guys, i building an splash simulation. I made an first attempt without viscosity, it was looking cool but the director found that too "splashy", like an water behavior.the ideia is creamy beer splash so i think an slightly viscosity in the fluid would deal with that problem. I controlling the value @viscosity using a pop wrangle, at value 0.0 the viscosity its turned off ok, but with a super low value such 0.001 this still looks thick, it loose velocity quikly when touch de ground, even thought the ground collision is set to 0 please help me low_viscosity_v00.hip
  11. Flip volume gain

    hello guys, i cannot find an way set an volume gain, in a beer filling a cup simulation. currently there is an source emmtiting points from above and the fluid just stay at the bottom, I've already messed with divergence attribute but itsn't work anyhow. please help me ps: file attached beer_pour_v01.hip
  12. RBD pieces poping on ground

    Hello guys I doing an simple pieces blast simulation. I used an geometry that i bring from sops land as collider when the particles fall into this collider its getting an wierd jitter/poping on ground, also the pieces cross the geometry. I crank the substeps values in order to get a natural result but with no luck yet. please help me. Thank You rbd_blast_pieces.hip
  13. Hello guys I want to scatter geometry, using name attribute. I've made it work in index attribute. Its just assign 0,1,2... as integer then the instace read those index attribute. While in name attribute it need to write anstring attribute on points relating to the prototype name. tried a few ways to write that but it still not giving the same result as index one. please help me. thanks in advance ps: i will upload an .hip file of this exemple. solaris_instance_byname_v00.hip
  14. Hello guys I want to scatter geometry, using name attribute. I've made it work in index attribute. Its just assign 0,1,2... as integer then the instace read those index attribute. While in name attribute it need to write anstring attribute on points relating to the prototype name. tried a few ways to write that but it still not giving the same result as index one. please help me. thanks in advance ps: i will upload an .hip file of this exemple. solaris_instance_byname_v00.hip
  15. (solved)uv after boolean fracture

    damn!! thats it!!! i was totally fooled. thankss
×