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ITdreamer

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About ITdreamer

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    Initiate
  • Birthday 06/19/1983

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    ivan.lebedev.graphics

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  • Name
    Ivan
  • Location
    Moscow, Russia
  1. Disable the smoke source visibility

    Well, I know that we always try to hide the source. But what if I can't hide it. Skybar, I like the idea of an age field. Can you explain more deeply how to create this, or make some simple example?
  2. Disable the smoke source visibility

    Hello, friends I have some question about smoke. Here is a picture with a problem It is a simple simulation made from the shelf with a torus as a source. The question is. How can I disable the visibility of the source torus shape at render? For example, I want to create a smoke for the smoking character in the movie. So I will put the source in front of his mouth and make the simulation. But when it comes to compositing of the render, it looks unrealistic because I can see the source shape. Is there any way to make smoke become visible smoothly after emission? Thanks
  3. Cluster inside DOPs

    Hi I have a question about clustering. The problem is. If I cluster on SOPs then when I come to DOPs I get clustered pieces, but the collision guide shows tetrahedrolized geo over the whole cluster piece. Here is a picture When the geometry is this Is there any ways to calculate the collision geo for every piece (which is exactly that piece, because voronoy gives already tetrahedrolized pieces) and then connect them as clusters to get collision geo exactly like the original geometry? Thanks
  4. Transfer attribute from SOPs to POPs

    Oh! I found it. The answer is by using SOP Solver. By the way, POP Solver has got 3 inputs (Source, Pre-solve, Source (post-solve)). I've created sop solver and connected it to the last input under the source node. I also tried to connect it to the second input (pre-solve) of the POP solver. The result was the same. I want to understand when it makes difference to use pre-solve input and source input (post-solve)?
  5. Transfer attribute from SOPs to POPs

    Hello I have a cube and a sphere. Sphere is the source for the particles. I also scattered lots of points on the cube. I want particles to go from sphere to points scattered on the cube, but I can't figure out how to import scattered points position as a target attribute for the particles. And then use @v = @target - @P Any help please?
  6. Spiral movement of POPs

    Hello, friends I need to make particles emit from the source and go along the Y axis, and rotate around it as a vortex. But I don't want them to move to the axis and from it. I want the spiral movement and keep the distance from the axis the same all the time. I tried the axis force, but particles are moving to the axis, and I can't keep the distance from axis. Any ideas?
  7. Spiral movement of POPs

    Hello, friends I need to make particles emit from the source and go along the Y axis, and rotate around it as a vortex. But I don't want them to move to the axis and from it. I want the spiral movement and keep the distance from the axis the same all the time. I tried the axis force, but particles are moving to the axis, and I can't keep the distance from axis. Any ideas?
  8. Slow down fast moving parts

    Noone knows how to solve this problem?
  9. Slow down fast moving parts

    Hello guys I am creating the brick wall destruction. Take a look what I have now. https://drive.google.com/open?id=0ByHRy_pSYAhgRDZLa1RXcjBZRlE On the screenshot I've checked the zone where are lots of fast moving pieces. This fast movement and rotation is not typical for the pieces of concrete and bricks. How can I make all the pieces act more like a concrete, and slow down their energy much faster to make them stop much faster? I used bullet solver. The density (mass) of pieces is about 3200. Bounce is set to 0.01, friction to 100. Thanks
  10. Activate points on Wire

    Hi I have a line which is animated with transform SOP along Y axis. I added gluetoanimation = 1 attribute to points. Those points which become above Y become gluetoanimation = 0. Then it goes to DOPs as Wire object. The problem is that those points which are above Y don't become dynamic. How can I make those points become dynamic?
  11. Why there is no i3d any more?

    I can't find i3d converter in Rop. Where is it now?
  12. Upres CVEX volume

    Oh, I found what was wrong. Ok, thats clear for me. Now how can I upres and get more details in render?
  13. Upres CVEX volume

    Oh, thanks. I'm trying to replicate what you've done. As I understand, you've created new geo and mapped vex_volume_procedural to it. Looks like thats all. I did the same, but I get a black screen ((.
  14. Upres CVEX volume

    I seems nobody knows )) Or the problem is too complicated to try to explain what's the problem
  15. Curl noise in Dops

    Oh, thanks a lot ))
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