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0 NeutralAbout sadboy
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Name
Alex
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Vancouver
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thank you! It was very helpful!
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sadboy started following Animated Noise Attrib Affecting Vellum Sim, Shift Array Vex, Balancing FLIP velocity and substeps and and 4 others
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How can I shift values in an array using a for loop? For example: [0,0,0,1,1,1]->[1,0,0,0,1,1] I would think that this code would work but it does not. Any help would be appreciated. for(int j = 0; j < 6; j++ ){ if(@new_tile_array[@new_prim_id] == 1){ break; } else{ int popped = pop(@new_tile_array); append(@new_tile_array,popped); } }
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sadboy changed their profile photo
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nice that helps! thank you!!
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also if i bring down the velocity scale the cratering dissapears, but I get almost no splashing.
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Im working on a scene where I have some berries falling into milk. The scene is set at slightly larger than real world scale. When the berries fall they are falling at a relatively fast rate. Because of this the dopnet does not have enough substeps to collide the fluid with the mesh (which is a volume collision) and I get a cratering effect like this. I also have the Re-evaluate SOPS to interpolate geometry box checked on. However It does not seem to do anything. The only thing I can do is increase the substeps in the outer dopnet itself, but because of that interpolation, the velocity is less and I do not get as much splashing. I thought it was a scale issue, so I increased the scale to a 5 metre bowl. It still gives the same issue as pictures below. If anyone has any ideas about this issue please let me know. I've been banging my head on this project for three weeks.
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thank you dan and ultraman. I am using @orient. I ended up using a matrix rotate (in vops) along the velocity vector with a random rotation per id, then converting it to a quaternion. The vex approach you posted makes a little bit more sense. Im going to give it a try! I need to brush up on my linear algebra lol. thank you so much again!
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Does anyone know how to rotate an object around its velocity vector while it is still pointing into the direction of its velocity in vex? Maybe it is easier in vops, but it would help me understand better the underlying math behind it with vex.
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Im currently working on a tracking rocket system. I have an orient created from the velocity vector. Why does the popspin not affect the rotation? It has something to do with the popvop where I make the orient. Also does anyone know a way of creating an orient attribute using velocity in vex? Many thanks. FXTD_016_PARTICLES_rocket_system_001.00_ark.hipnc
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Yelling into the void here. But I found an answer to my question. Maybe this will help someone in the future. If you want to transfer over a restscale(or any other constraint property) that is animated/attribtransfered within a SOPsolver. You will first need to bind a primid attribute from the vellum geo to the vellum constraint primitives. This ensures that vellum wont get confused if there is a changing primnum. Then within the vellum constraint property node you need to get the primid from the dop data, and then get the attribute you are looking to drive restscale(or whatever you are using). int primn = findattribval(1,"prim", "primid", @primid); float i = prim(1,'frame_fit',primn); restscale = restscale-i; I hope this helps someone in the future.
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I made a vellum sim that takes uses an infection solver to transfer breakthreshold throughout the welded points. Is there a way to scale (using restlength maybe?) the pieces that have a breakthreshold attribute of 0, dynamically as they break away from their neighbours. My previous approach was to use transform pieces, however it does not seem like the best idea. (it doesnt work either) Any help will be much appreciated! FXTD_016_VELLUM_vellum_tear_system_001.03_ark.hipnc
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nice! thank you!
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I'm currently R&Ding a vellum disintegration shot am trying to create 'clothy' type tears using edge fractures. Right now I'm using a random cost attrib for the first gen of fractures, then using those edges to create a new cost attribute for the second generation of edge fractures. (though to be honest im not entirely sure how the cost attrib works for edge fracture). I was also thinking of maybe using a combo of voronoi and edge fractures? Does anyone know better methods to create such clothy looking tears? Will be much appreciated! Thanks! edge_tears.hipnc
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I've already tried the match animation checkbox, it does not seem to work.
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this seems relevant
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I'm trying to get a kind of moving inflatable skin effect, I was wondering if you could use a noise to animate the pinned points. Or moreover have the expanded bubbles move along the noise field. I have a pretty basic setup here. I'm currently just animating the Rest length scale. Would I need to use a sop solver for this? Any help would be appreciated. Also is there a way to not have those tiny little ripples? Many thanks! vellum_test.hipnc