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Adam Ferestad

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Adam Ferestad last won the day on May 16 2012

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About Adam Ferestad

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    Initiate
  • Birthday 02/04/1985

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    http://www.AdamFerestad.com

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    Adam
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    Ohio

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  1. CHOPS question

    I was able to get a solution working by figuring out how to use the Wrangle node right. I didn't know that I needed to use the I and V variables, once I figured that out, everything came together pretty easily. Still trying to figure out how to use a ramp to affect the sampling range, but it isn't entirely necessary as I was able to just use some math to scale things smoothly.
  2. CHOPS question

    The limit isn't where the issue is coming from, it's the Trim node off to the side. Also, here's the file. MusicVisualization.rar
  3. CHOPS question

    I am working on an audio driven animation using a spectrum and trying to pump up my higher frequency spectrum so it activates as much as the bass lines, but I am struggling with a method. I am currently trying to use a Trim to cut out the lower register, then use a math node to multiply the values, then add them back in. Unfortunately the Trim node is setting the area outside the Trim section to an extension of the minimum and maximum values, but when I try to add the output of my Math node back into the original spectrum it is adding this in too, which is causing a stair step in the channel that I definitely do not want. It works beautifully, except for this one glitch. Help?
  4. Finding the Min/Max values in a field?

    I actually ended up trying something similar to this, but within DOPs I couldn't seem to get the function to target the field. It always returned 0.
  5. Finding the Min/Max values in a field?

    Are you suggesting that I need to use hscript to do this? There is no way directly in VEX? Or is hscript a command in VEX that I was unaware of? I can't figure out how to use HScript within my DOPs context. I have done it in SOPSolver nodes in the past, but never in DOPs. Also, how to pass the value downstream to other wrangle nodes?
  6. Finding the Min/Max values in a field?

    I am trying to figure out how to get the converse of a field, mathematically. I am attempting to blur a Cd field in using a Gas Blur microsolver. I have some mixed results, but I want to get some finer control over the radius, namely that I want it to blur more as it slows down. I have used the gas analysis microsolver to get the speed field by taking the length of the velocity, but I can't figure out how to get larger values to be in the lower speed areas. Obviously I would love to use a fit to invert the values, but I am struggling with an elegant way to get the minimum and maximum values for a given field. I could easily just do a loop in a wrangle and get the min/max values that way, but that is going to be extremely slow as this is a very large, dense simulation. Is there a simple way I can get the min/max values in a field so I can use fit(@speed, min, max, max, min) in a Gas Field Wrangle node to get the converse of my field?
  7. Differential curve growth

    That is really cool aivaras, glad I was able to provide some inspiration and help.
  8. Differential curve growth

    Hey all, I'm trying a little experiment to see if I can combine differential growth with space colonization. I think I've done a pretty good job using a volume as the food. Each frame the wire eats some of the density volume around it, then I use the local density field as a multiplier on the movement, thus causing it to stop moving when it runs out of food. Obviously I had to shoot a pyro volume at it when I got it working. Still figuring out a few things with it and playing, but I figured Id share.
  9. Volumes inside geometry not rendering right.

    THANKS!!! From the few buckets that I have finished it looks like the fake caustics are doing the trick and actually producing the look that I want. The volumes + the shader are definitely going to be a pretty major performance hit, but I am planning on using this for a still for the time being, so it's not going to be too bad right now. Unfortunately for what I'm doing I need to have my volume limit at at least 1 anyway, so yeah.... sucks to be me, lol. Anyway, thank you so much. I am going to try the second approach you mentioned as having multiple solves for an issue is never a bad thing, and I'm sure there are instances where even with the performance hit it is the right way to go.
  10. I'm trying to render out a volume inside of a clear object and running into an odd materials glitch. To test I have created a box with a default glass principle shader and a VDB volume of the same box shrunk down inside the box which I have colored blue. Rendering with Mantra, if the volume is inside glass box, it loses all color, but outside keeps it. There is one other issue. I really want the volume to filter the light to color, so the shadow/rays coming out of the volume should be roughly the same color as the volume, as opposed to being black. volumeTest.hipnc
  11. Differential curve growth

    Yay!!! I did it. This one I actually love and will likely use myself for some stuff I have been thinking about. It uses a density volume to proportionally remove the travel distance at each stage, effectively making it stop progression in areas of high density. Currently I have a clamp on the values, so it only removes, but if you remove that, it should be straightforward enough to tweak it so you can make break it down like this: density = 0: no change 0 < density < 1: Progress is slowed density = 1: no progress density > 1: Reverses progress The reversal of progress might be tricky due to how I am calculating the travel direction, if there isn't travel, the vector ends up being the 0 vector, so you would need to get around the case where a stopped section begins to reverse. I would probably write another attribute that only changes if the length of the vector is above a certain threshold, so if density > 1 it can use that if it has an invalid vector for the direction. Adam Ferestad 180120_AD_DG[2DE]_00B-VolumeResist.hipnc
  12. Differential curve growth

    Looking at your file, I can think of several ways to do what you are looking for. The one I like the best is to create forces, vectors which are added in to affect the spread of the points. I put together an example of making your setup work their way around other meshes without going through them, I will probably fiddle with some more stuff with it. I do really like this setup. Similar setups to this can be done using volumes which act as resistance to growth through a density variable. I will fiddle with one of those next, but I wanted to get you something that might give you some ideas quickly when I saw the post. Adam Ferestad 180120_AD_DG[2DE]_00B-Avoid.hipnc
  13. I am trying to generate a field to control the light intensity of a volume light, and I'm having a little trouble figuring out how to go about it. I started off trying to take over emission properties on a material, but that didn't seem to be getting me anywhere, so I switched to trying to directly control the light_intensity parameter on the light. I know this should be possible, but the how is escaping me. I can always control the intensity based on color values, by setting them so the magnitude is over 1, but that feels very hacky and hasn't returned the results I would like. I want to be able to keep the color value and light intensity as independent as I can. Obviously I know I can't make a black smoke glow brightly, but I should be able to have white smoke that is lit up by the colored lit up volume. volumeLightFromField.hip
  14. Transferring attributes from particles to volumes?

    Thanks, I will take a look at them now. Yeah, the extra OTLs are for cloud farm use, makes it a lot easier to cache those vel fields and stuff when i can have 30 computers doing it at once. Hopefully I can see what's going on in these and stop banging my head against the wall with them.
  15. Transferring attributes from particles to volumes?

    I had done that to try to get it working, I had temperature there before and it didn't do anything. Trying it now to see if it will work. Also, that doesn't explain why the velocity field isn't populating. Or did it work from the Volume from Attrib? *edit* Yeah, I just fixed the names to all match and I still get a volume with a field size of [0 0 0], which means it isn't populating, on both the Volume Rasterize Points and the Volume from Attrib. I have to be missing something else.
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