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anim

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About anim

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  1. most commonly you'd just cache only data you care about to .bgeosc files, because caching to .sim files can be insanely heavy if you are worrying about crashing or want to continue the sim at later time, you can additionally enable checkpointing to .sim files and specifying Length and maybe Interval, to literally cache a few last .sim files only for the purpose of restoring, while your main cache is still .bgeosc
  2. popgroup vs popstream, when?

    POP Stream creates a completely new stream, while POP Group just creates a group within the current stream
  3. Local Variables

    I don't think you can, but you can do something like this in point wrangle v@P = lerp(v@P, v@opinput1_P, f@mask);
  4. oh, if it's animated then yes, you can keep the For Each Setup, it will save any frame that cooks, so make sure you have $F somewhere in the path name but this is all because you asked directly about foreach loop way to do it, which is more workaround than production solution what you should really look at is TOPs and wedging, that's the way to go
  5. but also judging from your screenshot you may be able to do it easier by just Blast SOP, keeping a single piece per frame, do your processing and save the sequence using $F, so that each frame will be different piece processed
  6. Vellum Cloth Collision

    you are using Volume based collisions in your rbdobject1, if you display Collision guide you'll see what's colliding against, you can either tweak the volume resolution or if you don't want that you can uncheck Use Volume Based Collision Detection
  7. I meant File SOP, but sure File Cache SOP has file SOP inside so as long as the mode is promoted should work as well you add iteration number the same way as you vary any parameter based on iteration, for example creating spare input referencing Block Begin in Fetch Metadata mode and adding something like this in the filename: $HIP/geo/$HIPNAME.$OS.`detail(-1, "iteration", 0)`.$F.bgeo.sc
  8. File SOP for example as that can automatically write when cooked or if you have enough ram for the geo you are processing you can gather the results and split them out as individual frames or wedges
  9. Smoothing connected curves issue ....

    try Attribute Blur SOP intead
  10. Cd Rest Sop Solver

    while you can type rest in the UV Attribute of your attribfrommap1 node which would base it on rest attrubte, however that's not really convenient for your image so instead keep it set to uv and replace your rest1 node with UV Texture SOP, which will by default create planar uv's projected along Y axis and attribfrommap1 will use those to sample the image colors
  11. Giant Holes in Collision Object.

    this is pretty common if your mesh is not watertight try running Poly Cap before converting to VDB
  12. https://forums.odforce.net/topic/41203-contract-a-rope-vellum/?tab=comments#comment-202128 https://forums.odforce.net/topic/45986-scale-vellum-struts-like-rigid-body/?tab=comments#comment-215369 https://forums.odforce.net/topic/43269-painting-restlength-on-vellum-cloth-constraint/?tab=comments#comment-205001
  13. since the talk is about liquid VDB I'm pretty sure it's an SDF, which I recall Arnold can render as iso surface with surface material, I may be mistaken though
  14. About vellum's weld constaint

    depends on your breaking threshold, it's too high, but also as I mentioned before you had that enabled again in your new file saliva_test_2_fix.hipnc
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