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Everything posted by ranxerox

  1. Get max/min two points of each primtive inside a group.

    you could go through your primitive groups with a foreach (so that it blasts the primitives not in the group), fuse the points.. group by unshared edges, set an attribute on the points in that group, then attribute transfer the attribute back to the rest of your prims (with a small threshold). I hope that makes sense. -G
  2. there is currently no way to do this. What you have is probably the best solution. -G
  3. hi Chris, you don't need both of those SOPS, having just the groupexpression by itself will do. -G
  4. dop import not matching with low res sim

    it seems like the names of the pieces emitted are missing 'piece1', so the names don't line up. I've attached a possible solution. -G Bullet_Emit_v3.hipnc
  5. dop import not matching with low res sim

    here's one way to do it. Make sure your name attributes line up and use 'transformpieces'. -G Bullet_Emit_v2.hipnc
  6. DOPS Simulation Scale issue

    you also might just consider scaling down before the dopnet, and scaling back up afterward. It's 2 transform sops.
  7. look in the helpcard for the solver sop. There is a "footsteps" setup which might work with some tweaking. -G
  8. Paint On Speaker

    very nice Diego ! Did you do anything special to get those long tendrils ?
  9. you could use an object merge, point it to the "camOrigin" node inside of your camera, change the "transform" option to "into this object", and pipe the ouput of the object merge into the second input of your attribute vop. Then in the attribute vop you could access the second input with an "Import Point Attribute" and change the input parameter to "second input", and pipe a constant of 0 into the "ptnum" parameter. -G
  10. Gas Repeat Solver for slow motion pyro

    you could also try writing out subframes (using oversampling on the dopnet, and look up using $N on a geometry ROP), then playing back the subframes at normal speed. It does change the look of your sim somewhat, so it's not %100, but for a lot of sims you can work this way. -G
  11. setting value per voxel in VEX from point level

    could you do it in reverse ? Ie. for each voxel calculate your weight to the point in question ? It does seem odd that there isn't a vex function to set specific voxels. -G
  12. Trouble Weird with Mask Field

    yes I thought I attached a file, sorry, but I did pretty much what I described. I've attached it here for posterity. I was reading about the apply_mask dop and it mentions torque etc, so maybe it's just for the rbdsoolver ? -G smoke_gasblur_mask_not_working_v1.hip
  13. setting value per voxel in VEX from point level

    what is it that you actually want to do ? If it's actually a question about performance you are going to be better off sticking with the volume VOP/wrangle paradigm as that is easily multithreaded. -G
  14. Trouble Weird with Mask Field

    here. I changed the "mask" dop to an applydata dop. I turned off the shaping so you can see that it's working clearly. -G
  15. Attribute transfer from pyro to pop

    there are a bunch of ways to do it, one way would be to cache your pyrosim first, then run a popnet in a second dopnet and advect by the cached fields, then in sops get the density values for your particles. In this hipfile I'm using a sop solver with a point vop to sample the density values. -G gasfield_example.hip
  16. particle life time same as frame range?

    this will work if $RFSTART is 1, otherwise subtract $RFSTART .. so ($RFSTART-$RFEND)/$FPS
  17. you can do something like this using checkpoint files. sim out your sequence with "save checkpoints" on on your dopnet. I recommend using a small checkpoint length (this is the total number of checkpoint files which exist at one time), as the checkpoint files get large. Then you can pick up a second sim from where the first one left off by setting the initial state to the checkpoint file from the first sim.. then animate the values you want to change from the first sim. Just be sure to make the dopnets identical, otherwise the checkpoint file won't work (identical aside from the animated value you want to change). -G
  18. attribwrangle vex expression

    there is a nice example of animating point attributes with a sop solver in this thread which Tomas provided.: http://forums.odforce.net/topic/23623-changing-attributes-on-points-that-are-changing/ -G
  19. attribwrangle vex expression

    are you running this in SOPS or DOPS ? If you are running this in SOPS then what you have here won't animate, as SOPS is not aware of time (ie. each frame is independant of previous frames). In DOPS if you have the numproximity attribute on your particles and a density attribute, you could lower the density attribute on your particles each time the wrangle cooks with code similiar to what you have: if(@numproximity <= 500)){ @density *= 0.8; } in SOPS it's a little more tricky because the state at which numproximity crosses the threshold could change. So if you wanted to do it post sim you should look into using a solver sop (which is just a DOPNET wrapped inside an otl for SOPS). -G
  20. best way to locally transfer FLIP field to Pyro Field

    what you had was close.. but you were fetching a viscosity field which wasn't there. I just turned on viscosity (under volume motion tab on the flip solver). I also changed the gas calculate to subtract your "flipfuel" field from the fuel (you had it at minimum, which just gave the interection of the fields .. I'm not sure that's what you wanted). I also turned off sourcing of fuel after 20 frames so you can see the effect. If it is continually sourcing fuel then you can't see the subtraction. -G
  21. is there a way to get this working using the opengl rop ? I thought that maybe it would just work but it doesnt seem to. thanks -G
  22. pop instancer rotation of object

    forgive me if I'm answering the wrong question .. but could you do your rotation with pop torque and pop drag spin to create rotations ? (an orient quaternion comes for free). -=G
  23. if you want to import an attribute you can use the "import detail attribute", "import point attribute", "import primitive attribute", "import vertex attribute" vops. From what I can tell here, you may want to look at the "bounding box" vop. -G
  24. RBD retime rotation problem

    the interpolation you are doing between frames is probably just a straight linear interpolation, which isn't strictly correct for rotations.. one thing you might do is output your rbds as points (on the dopimport use the import style "create points to represent objects").. this will give you points with an orient attribute. You can then create subframe orientations using a quaternion slerp in a point vop or wrangle. -G
  25. Slow down particles speed in small cross section

    you could use pop drag and increase the wind resistance as particles approach that point in the tube (using vexpressions ). -G