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About gangland

  • Rank
    Initiate

Personal Information

  • Name
    Gabriel Reid
  1. pyro custom field as mask

    Hey Thank you such for share such valuable knowledge, the file was pretty much helpful. After i close look. i made a kind of different approach at your .hip Used the gas fieldwrangle to bring to rasterized volume, from the sop level. Volumesample to read the data from the field. And plugged it directly in the control field of the gas turbulance. I didnt get gas match field bussiness.
  2. Hello guys, I build an scalar field based on height. How the bring that to dop level to use as mask with Gas disturb?? height_field.hip
  3. Hello guys. i created a few points falling into an geometry and then stop. In order to stop them, i used an pop collision detect and noticed that sticky work way better then stop behavior. after the sim its done i will instance the geometries at each point. to give then an rotation im using pop drag spin. here is the issue, when the points sticky at geometry, the rotation still occuring due the pop drag spin. i would like to freeze them (even better with an ease) right after the collision. i tried a few methods to force those geometries to stop when they collide but the rotation still going on. please help me pop_rotate.hip
  4. RBD stick/stop at collision

    Dude you are a wizard, this setup is awesome, and way to easy to play with. Now i need to study whats going on in the stick sop solver.
  5. RBD stick/stop at collision

    Hey @Librarian Thank you so much for the insights. Your setup its totally cool, build totally off from shelf. But its kinda too fancy for me. I couldnt make an noise force work, i plugged an pop force sop in the last input in the mult solver but its seems this isnt the right way to do that. also since the geometry are istancing after the simulation, we couldnt obtain an angular velocity @w, right?
  6. Hey guys i tought that the pop collision detect sop would work in both pop solder and rigid bodies solver. i want that the rbd pieces sticky/stop when collide in a geomtry. however i have no ideia how to build that in rigid bodies. please help me stop_at_collision.hip
  7. Hey guys, i using the Labs file cache wedging system. Inside dop ive used the wedge attribute @pw in the points replicate sop in to increase the particle count at each wedge. But it just cache the first value. Those wedges value arent suppoed to use in dop? Its wierd coz i made it work translating a box at 2 units per wedge at geometry context. wedge_v00.hip
  8. Fire on the ceiling

    Looking for same effect dude. Any luck yet?
  9. Billowy ceiling fire

    Hey, thanks for advance dude. i ran at you file and noticed a few things. one that's simplified node run pretty fast =) and has several controlers. i add a gas wind to pull the flames toward an direction (i not sure if this gonna mess the smooth/rounded shapes). one huge tweak that i did was plug an Pyro post-process Sop after the solver, it has an checkbox called Flame density, it looks like that it gives more rounded shapes at the flame field. one thing that would add at this effect is more "cells" falmes next to each other, thats is seem here: https://uploads.actionvfx.com/video/ad93c1f6-84e1-4ff1-ab7d-61c462a63d1d/webm/Side_Ceiling_Fire_8_1466_2K.webm an issue continue is those big chunks, maybe this can be rid after simulation? ap_rolling_floor_ceiling_fire_V01.hipnc fb01_[24-120].mp4
  10. Billowy ceiling fire

    Hey guys, i messing a few days to achieve an fire spreading through a ceilling. like this reference: https://www.actionvfx.com/collections/ceiling-fire-stock-footage At first i thought that it would be easy, after a few days trying to reach the look, all my attemps were dull. i have no clue how to achieve this smooth/billowy flames behavior. i made an density source like cells. and an velocity field as vel field to "pull" the heat and try to give this blooby chambers. it just gives an messy/noisy result. Does anyone have an clue how approch this effect?? ceiling_flames_v00.hip
  11. Hi Guys! I trying to implement those uprez solutions in my setup but i not getting an good result at all. i followed the tutorial by @bunker, i haveing issues with colision, it seems that the uprez fire is overlaping the collider. also the flames are getting crazy like going far from the low res bounds
  12. Hey guys. I building an underwater scene. In dop I using high buoyancy values. i would like to delete the velocity and density field right above the water surface directly in dop. it would improve to memory consumption. Also cut the velocity field(in the surface of sea) that in future would advect points. i not figuring how to do that, can anyone help me? air_v00.hip
  13. points flowing throught volume grid

    Thanks bro. i realized the lacking of basics concepts. Found the solution of this waaaaay old masterclass, this most basic stuffs blew my mind. cheers
  14. Hey guys i trying to create a few points floating within an volumefield. i created an density field with a bunch of noises multiplying the values also an offset in X made an points source. i feed a solver sop with an vdb adect points inside it. it gives an error expecting an vector3f, i dont know whats going on. for debuging the behavior, i used an pop advect volumes with an pop solver, its just give an diagonally wiggle vdb_adect.hip
  15. Hey guys i using points replicate to create an densier points area with an falloff by the single points. i create an float attribute in the points, going from 0.0 to 1.0. then used the @val in the uniform scale parameters in point replicate sop. it just return 0 =x please help me falloff_by_atribute.hip
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