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diffuse.gray last won the day on January 29 2020

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About diffuse.gray

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    Grayden Solman
  1. To date, the only workaround I've found is loading in a bunch of extra points somewhere out of frame (i.e., hang onto a few hundred thousand points down at {0,-100,0} or something), and setting them to inactive. When you want to change your topology, swap them in and activate them. It's ugly, but it's the only thing I've managed to get working for a case where I wanted to resample under strain instead of breaking...
  2. RBD material fracture wood - break soft constraint?

    'Attach internal constraint to object' changes where the constraint data is stored. By default, constraints are stored essentially in their own container, and as a result can apply across objects (e.g., linking a packed piece from rbd object 1 to a piece from rbd object 2). The downside is that the third-input SOP solver is always evaluated at the same stage in the simulation. The alternative (attaching the constraints to object), is to store constraints as a second geometry container inside an individual rbd object. The downside is that these constraints can no longer apply across objects. The upshot is that you can modify them whenever you like (e.g., pre or post-solve) using the inputs on the solver instead of on the constraint network. If you only have a single object in your sim (note that an object can have lots of pieces in the case of packed streams - the "object" is just the top level container), then it doesn't particularly matter whether this is on or off, but it will influence where you need to plug your SOP solver in. Papagal44 - I get an error (from odforce) when I try to access your file...
  3. Vector Field HDA bundle

    The workflow for points is a bit different - since there's no equivalent to the curve framing / parallel transport, you have to make sure to define the bases (N, tangent, bitangent) yourself before passing into the format point feature node. Here's a sample file with an arbitrary open curve, closed curve, and point feature. I also included the basic visualization setup I've been using - might turn that into a tool in its own right! vecfieldworkflow.hiplc
  4. Vector Field HDA bundle

    Hi folks. Just posted a set of HDAs geared towards building vector fields intuitively, using curve and point features. Documentation and alternate download can be found here. Happy trails! DFX_Vecfield_HDA_bundle.zip
  5. Differential curve growth

    So many great workflows! Here's my take - using scatter and VDBs. A few optional switches inside to do deletion as well as accretion, or to pipe in a custom vector field for bias (I just have a simple curlnoise for default). differentialgrowth.hiplc
  6. dynamic goal position for flips - how?

    Another quick tweak - after a secondary delay, you can set the particles to 'ballistic' (after turning on Force Override on the particle motion tab of the solver), so that they'll no longer collide with each other. That seems to get the final few stragglers back into position relatively smoothly. flipreset_ballistictoggle.hiplc
  7. dynamic goal position for flips - how?

    Here's one approach. I store initial position with one pop wrangle (if I were setting up from scratch, I'd do this outside DOPs), then switch on another pop wrangle at an arbitrary frame. In the second wrangle, I just add a force to each particle in the direction towards its initial position. To keep them from moving forever, I just test against distance and if it's 'close enough,' move it to the initial position and set 'stopped' to 1 so it stops simulating. Note, it's not perfect because some particles get blocked from their original position by the already settled particles. You could potentially sort this by directly pushing position, maybe after an additional delay. But hopefully this gets you started. An additional, critical detail is to turn off reseeding! Particles generated mid-sim to fill in density gaps aren't going to have well defined initial positions, not to mention even initially-existing particles may be culled. flipreset.hiplc
  8. RBD Transform Pieces

    Looks like there's a bit of trouble with your setup (unless I'm confused by what you're trying to do). In particular, when you copy the pighead to your pop-points, you're copying the packed geo - so there aren't any primitives; just points being copied onto other points. When you get to the loop, you promote name from points to prims - but there are no primitives. Your loop, consequently, only runs over a single element. The main result is that every instance you spawn into the dynamics network has the same name (you can see that if you look at the fetch_transforms point data). This means transform doesn't know how to match the pieces...
  9. FLIP-Pyro Interaction Tutorial

    Hey folks - long time lurker joining the party with a tutorial showing a workflow for integrating the FLIP and pyro solvers, allowing for bidirectional interactions. I cover a few other tips and tricks along the way, so I hope you find it useful! Hip file attached (and linked through from the video). flippyro_diffusefx.hiplc