Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


Whatsinaname last won the day on October 26 2014

Whatsinaname had the most liked content!

Community Reputation

8 Neutral

About Whatsinaname

  • Rank

Personal Information

  • Name
  • Location
    Hole in Ground
  1. How can you make a surf wave?

    You might try the Beach Tank tool in the Oceans tab for a basic setup doing something similar. This should give you an idea of how to do it with FLIP. If you want to do it with surface deformations, the problem is having your wave crash back into the water will be next to impossible to implement. In this SideFX Masterclass, they are describing the technique using surface deformation a little bit. This should give you an idea of how to do it:
  2. Tack som fan! This is exactly what I need.
  3. I've got a curve that I want to attach to a piece of geometry. The connection should be smooth, more like roots of a tree, and not with a hard angle. How can I make my curve follow the shape of the surface I want it to connect to for a bit? Everything I came up with was either not really working or way too complex for this relatively simple idea. Just see the picture for a more elaborate description of what I want to achieve. Red = wrong, green = the kind of connection I'm looking for, following the target object's curvature for a bit.
  4. Create an Alembic SOP inside a geo node. Like /obj/geo/alembic1 Point it to your Alembic file you exported via C4D, that should do the job. Alternatively, you can use the Alembic Archive node in /obj level and import the geometry into your geo node using an Object Merge. In both cases, your geometry might be packed, so attach an unpack node below your import if you need to do any operations on the polygons or prepare it for collisions with Vellum. I hope this helps.
  5. I extracted the transformation matrix from an animated Alembic object A. This object is rotating around Y (amongst other things). Then multiplied P by the inverted transformation matrix, to lock it to the origin, which is working as expected. Another objects, B, is supposed to be interacting with it. Therefore I applied the inverted transformation matrix to B as well. This is working fine, but unfortunately, B is now rotating around my original object A due to this matrix multiplication. There must be something very obvious that I'm missing....but...how do I now force B to not rotate around A? Thanks for any suggestions!
  6. Changing a single value inside a matrix4

    Thanks guys!
  7. I'm trying to change a value inside a matrix. This seems more complicated than I initially thought it was. It's a standard 4x4 matrix. I want to change the values for row 4, fields 1-3. Looking at the spreadsheet, the matrix is represented as an array of 16 values, therefore I tied: 4@matx[12] = 0.0; 4@matx[13] = 0.0; //etc. ...which results in a VEX error 'Ambiguous call to array index operator'. Why? It's position 12 of that array, storing a float value I want to overwrite with a float value. How that supposed to be done in VEX?
  8. Adding geometry attraction force to Flip?

    I cannot see your scene at the moment, so I'm just guessing. There are multiple ways of doing this. The easiest way might be using Volume Motion -> Collisions -> Stick on collision and controlling stickyness bey a field (Control Field). You will have to add that firld to your sim, though. You could also use a POP Wrangle node (op POPVOP if you like that any better). You might take the FLIP particle's velocity and cross this with the volume gradient of your collider (turn it into a volume, first) and then take the cross product of this and again the volume gradient of the collider (please apologize me being slightly imprecise, I'm on a train)
  9. Vellum hair colliding with RBD Packed Object

    You could try a multisolver, but as far as I know, Vellum and Bullet don't work together.
  10. Change keyframe values from Imported Camera

    If the camera has been imported to /obj level you can parent the imported camera to a Null object and scale the Null object. This should reflect down to your camera. The other thing you can try is using the scale attribute on the camera. It's usually hidden, so you will have to click on the gear symbol in your parameter view, Select 'Edit Parameter Interface' and a new menu pops up. Select 'Show Invisible Parameters' and remove the Invisible flag from the scale parameter.
  11. Are you exporting your geometry to a different package for lighting/rendering? If so, can you tell us which package that is? It can get a bit tricky, though.
  12. A slightly more brutal approach could be using an Attribute Blur SOP on P and try slightly higher blur values. Or use a DeltaMush deformer, with some non-spiky object as reference object. If that won't help, is it possible the distance to the nearest points might be different for the spiky areas? You can check that easily using point clouds: (More on point clouds: http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex20 )
  13. Render Smoke Question

    Maybe it was easier for us to help you if you posted some renderings, illustrating the look you want to achieve and what your actual renderings are looking like.
  14. VDB does not export properly.

    Seems like the densities are too low in certain areas, you could give it a little boost. You can also try a VDB activate, sometimes that fixes certain issues.
  15. Cache Preview and Memory Management

    What kind of problems do you have? How much RAM does your machine have? What's your GPU?