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About wes

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    Wesley Sin
  1. Realistic Dynamic Fracturing with Bullet

    Oh,I've figured out the math, P *= invert(M) is equivalent to P = {0,0,0,1} * inverted(translate(M, -@P)).
  2. Realistic Dynamic Fracturing with Bullet

    Hi rayman, thanks for the file, I learnt a lot. However I have problem in understanding the time machine method. I cannot figure out why the new pieces position need to be substracted from the sourcematrix translation component, and then why is the inital position of the new pieces given by the translation component of the inverted sourcematrix? Could you please explain this part ? Thank you very much~
  3. I am testing distributed flip sim, everything goes fine. Now I can think of a situation where my simulation failed due to whatever reason, how should I restart it from where it left off, so it won't redo the simulation all over again? I tried using ${SLICE} in DOP file in my DOP network e.g $HIP/geo/xxx_${SLICE}_$F.sim , and set to "Automatic", but it seems that once Dynamic rop driver is in use to generate .sim files, the dop file node gives no effect. Then, I tried using ${SLICE} in DOP network initial state, but jobs won't start in hqueue farm after submission, it seems that machines are waiting for each other. I also tried explicit cache and hope that it will keep a full version of my sim for a few frames so I can use it as my initial state when I resume the simulation. Merging .sim sequence files from different machines in a new DOP also failed, only slice can be seen. So far I can't find a solution, is there a standard way to do this?
  4. hello , i have a little question about the motorala tvc... http://www.digitaldomain.com/links/comm/be...s/BHS1/bhs1.htm I saw that the volumetric clouds in the commercial were first rendered with a lot of colors (red, blue, green, yellow,....). I wonder how the color of these render passes were generated. Can anyone give a brief description of it and how these layers are used in composite? Wesley
  5. simple questions for vex

    oh, my question sounds stupid to u, sorry for that. I really appreciate u took the time to answer me. Thanks! :>
  6. simple questions for vex

    thanks, anakin78z... L is from Ps to P, it's true for surface, displacement, fog,...I get confused because for photon context, L is from light position to the surface point, and in renderman, L is from P to Ps for light shaders. So, I wanna make sure if L is from Ps to P or P to Ps in vex light & shadow contexts. Can someone give an direct answer? Thanks in advance.
  7. simple questions for vex

    1. For light and shadow context, is L the vector from Ps to P, or P to Ps? 2. Is the vex function frontface() the same as prman's faceforward()? I get a little bit confused...
  8. Can rayhittest function normally in a displacement shader? It always returns me a zero value as the distance, but it works ok for the surface shader.... Basically, i wanna do a rayhittest (for displacing the low res model) according to the difference between the high res and the low res models.