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About ronit1996

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    Ronit Sadhukhan
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  1. yes it does retain every attribute, it shouldn't be a problem
  2. Hey, here's an RnD that I did some time ago, hope it helps - https://www.dropbox.com/s/5c6bdzdg78xrpmo/smoke_attract_RnD.hipnc?dl=0
  3. Animated Noise Attrib Affecting Vellum Sim

    Not sure what exactly you are trying to do but you can surely animated the pinned points and when you are pinning them if you change the pin type to animated your pinned points will react to the animation too instead of just sitting on top of the animation rigidly
  4. Your force is so much that it can't solve it between one frame, increase your substeps and it will be fixed, as far as the boolean is concerned, make sure your geo is water tight and there is no unshared edges before you pass it to boolean also when you are booleaning make sure you have turned detriangulate to no polygons and uncheck the collapse tiny seam adjacent edges.
  5. Make smoke stick to particles

    First thing, if you want to make a twister it will be better to just create a custom velocity field and drive your volumes through that not make a pop sim and then use it as a source for your smoke, i mean of course you can do that but I feel using custom vel field will be much easier plus you get the result with just one sim second thing is in current setup I believe you have temperature in your volume and that's why it's going up and not downwards kill the temperature and try to get the look with just velocity.
  6. Changing color of objects

    you just need to calculate the distance of the scattered sphere from the animated sphere and then you can change colors based on the distance, should be pretty simple with a few lines of vex.
  7. Boolean outside camera area?

    what do you mean by boolean outside camera area? if you are talking about removing all objects that are outside camera frustum then you have to get the camera frustum by some method (using volume or calculating it via vex or vops) and then use it with your geo in the boolean node.
  8. How does constraints work?

    When we are using constraints does the bullet compare the position of the constraints every frame with the world space position of the constraints in the first frame? Specially in the case of hard constraints and soft constraints to make them return to its original position based on stiffness value. What if the position of my constraints are changing per frame will it compare every frame or just to the first frame only?
  9. Rbd subfracturing

    why do you want to use constraints here? You can just subfracture big pieces and activate them in some frame if you want them to be separated from the big ones
  10. Scaling down soft constraints

    Hey guys, I have a mix of glue and soft constraints which switches to soft constraints once the glue breaks, I want to scale down each constraint primitives, I am using a facet node to make unique points then a primitive sop to scale them down (everything before the sim) but then inside the sim once the constraints switch to soft it goes back to its original length (i have restlength 0). I even added a sop solver and tried making the scale to 0 using primitive sop but it's not working either. Can anyone help a bit?
  11. Hi guys, I have a rigid body sim with constraint network, I want to access the previous frame and current frame data of the constraints (impact, forces etc) inside a sop solver in DOPs. Currently when I call the attribute in a wrangle from the relationship geometry node I don't know if it's current frame data or previous frame. How to get both the current and previous frame data in a wrangle in sop solver in dops?
  12. Pyro sim steppy look

    don't judge the look by seeing what you get in the viewport. I don't think you have lights in your file either, try doing a few test renders to see how it looks. For the viewport what you can do is press d while your mouse pointer is over viewport, go to texture, in the 3D texture section limit the resolution to 512 instead of 128, in the HDR texture section, change it to full HDR and see if that makes a difference.

    Use clustering to break the bigger chunks first then make the bigger chunks break into smaller ones, You can do clustering either in constraints or in pieces only.
  14. RBD material constrained to animated geo

    @tielax11 The box is constrainted to the moving ground only, that's why it is moving and breaking, as I said you can't animate the constraints in sop else it won't work that's why I did the moving ground separately from the constrained ground, here's the same file with less complexity to show you that the box is moving because of the ground. constraint_anim_to_dops_fix_2.hipnc
  15. Find collision particle

    @logix1390 There you go mate find_collision particle_ron.hipnc