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doc last won the day on April 2

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  1. Karma and instancing

    throw up a file and I'll try and take a look.
  2. POP Fluid collision and thickness issue...

    What Don said. The reason why it falls through is because you particles move to the other side of your collision object in a single frame. As a cheat you can try making you collision object thicker.
  3. Pyro Sim For Uni Project

    .abc files are alembic files, which I presume contain your bowling pins. Your source for your pyro is coming from an object merge (/obj/geo1/object_merge1) which is referencing a number of different alembic sops, which in turn are referencing alembic files on disk. These path are hard coded to path outside of the zip file you uploaded (for example C:/Users/Liam/Desktop/Juggling_Loop/Juggling_Loop/cache/alembic/Pins.abc). If we don't have these files we can't help you.
  4. Pyro Sim For Uni Project

    you didn't include your .abc's
  5. POP Fluid collision and thickness issue...

    upping the max substeps on the solver to 3 seems to fix the leaking issue. Don't know off the top of my head how to fix the shrinking issue. I'm guessing the popfulid node is more appropriate for thin fluid sims, probably better off using a full blown flip sim POP_Fluid_02.hip POP_Fluid_02.hip
  6. jelly scoop

    not sure what you mean by "unwrap", but if you are looking for a way to simulate jelly I would look at vellum softbodies or FEM. Vellum will be faster and you have the choice of using tetrahedrons(more accurate) or a cloth object with struts (faster). have a look here @ the 2:36:08 mark: https://www.sidefx.com/tutorials/advanced-vellum-workflows-h17-masterclass/
  7. Particle workflow popnet

    you might want to try adding pscale to your particles which should control the size of the particles. you might want to also check that render>Geometry>"render as points" is NOT set to "no point rendering"
  8. dissipation by temperature field

    turn on "scale evaporation rate by control" on the gas dissipate node and you should be good to go.
  9. Pyro Simulation

    I haven't had a chance to look at this yet, but in case there's something useful on upresing pyro you might want to have a look at this post: https://www.sidefx.com/forum/topic/71014/
  10. Pyro Simulation

    once you have your emitter figured out. You'll want to look into using the gas substep solver under your source dop to increase the substeps on your emitter because it's moving so quickly.
  11. New Pyro Solver (Sparse) and Micro Solvers

    Something else to keep in mind. Shredding in the sparse solver is completely different from what it was in the legacy solver. Shredding in the sparse is using the gas disturb dop to rotate the velocity vectors inside the "flame" field (the "heat" field has been renamed to "flame").
  12. Substeps and Global Animation Options

    If memory serves it's not necessary to modify the global animation settings. If you are unsure, run out a simple Sim. Check it with a file sop.
  13. Cloth sim with thickness, best practice

    There's also the ability to visualize the thickness on the post process node.
  14. Cloth sim with thickness, best practice

    There's a thickness parameter on the cloth constraint node that should do the trick. The idea is that you model your cloth geo as a 2d surface, and then use it to deform hero cloth geometry after the fact
  15. Hi, So I'm trying to figure out how to displace my sdf (rendered as an iso surface ) at render time. I've tried just moving P in a surface shader, that gave a a bump, but no displacement. So then I tried manipulating density with a cvex shader but that doesn't work at all (renders black). I've attached my test file, if anyone has any suggestions it would be greatly appreciated. Thanks test.hip