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bloomendale

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bloomendale last won the day on January 7 2014

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  1. there is point attrib "active" on packed object. Set it to 0 for chunks near the ground and while the whole wall is glue constrained those non active parts will force the whole wall to stay calm) 3ak_packed_glued_to_ground.hipnc
  2. Advec Color by velocity in pyro

    one addition field is not enough. you need Cd vector field and CdSrc vector field. CdSrc will import Cd volume from SOPs every step and add it to Cd field. Then advect Cd. and don't forget to switch behaviour to Always at "Time" in CdSrc.
  3. POP from painted Attribute

    1) new way - use pop source instead of location pop and choose foo as emition attrib in it. 2) old way - promote 'foo' to prims and again use source pop in popnet and 'foo' prim attrib as emission attrib in it.
  4. stopping particle emission

    Oh, then use Dop Import Records SOP in sop solver after bullet solver for example.
  5. stopping particle emission

    all this data is already on geometry as point attribs (pos, pivot, orient, v, w, etc...)
  6. Packed Object, @active variable and given speed

    just change Group Type to points on your red node.
  7. stopping particle emission

    works pretty well with packed ones. Unlock popsource, dive inside sopsolver in it and add unpack sop right after "dopimport1" node (topmost node)
  8. stopping particle emission

    Create dopnet with rbd object (let's say "rbdobj") and solver, create pop object, pop solver and pop source, merge two branches together (it's better rbd be the first). In the pop source choose to create particles from DOP obj and type in "rbdobj". then in Constant Birth Rate param of the pop source type something like: 100 * length( dopoption($DOPNET, "boxobj", "Position", "velx"), dopoption($DOPNET, "boxobj", "Position", "vely"), dopoption($DOPNET, "boxobj", "Position", "velz") )
  9. imho there is a difference between using fields for injecting vel (noise in this case) and applying it directly to points. I'd stick to points. you can sample ship sdf to supress noise farther some threshold distance from the hull and add that noise as force to points. another option is to use vel field from HOT implementation (Ocean Spectrum/Evaluate) to add around the ship ...
  10. flow variation

    gas surface tension microsolver.. or make similair via vex(vops) - this way you'll have more control by masking areas of vel field where you want surface tension to act. btw, attached pic (just surface tension.. no friction maps etc)
  11. flow variation

    decrease viscosity and add surface tension. BUT. result will be quite symmetrical cause all these irregularities due to some variations in material of honey and deflectors, so add some variable friction etc..
  12. Flip, foam and fake waves.

    Hi. This time i want to ask about flip sims. Especially about the optimal way of doing it when i need fake (displaced) waves from Ocean Evaluate node + secondaries (foam, spray, bubbles). Let's say i have a flip tank without any initial velocities and have my boat moving through it. The question is when displace points by Ocean evaluate to mimic waves? After main sim before whitewater solver and then use modified points to rebuild vel and surface fields and sim the secondaries? Or sim flip and secondaries in the plain calm tank and then deform all the points (using height as mask to not deform spray or other ballistic elements ) ? All i want is to have fake waves + flip and secondaries matches each other) Or maybe there is another approach? Thanks in advance.
  13. Get Drag'n'Drop'ed parms via Python?

    Hi. Is there any way to get parms i'm dragging? Ideally it would be some empty pane (floating tab etc) where i drag all parms i need (from different nodes) and form some python list (tuple) for further processing? All i've found i shou. get/hasDragSourceData(...) but can't get how to use them. Thanks in advance.
  14. Capture pose: translate bones?

    Thanks. Seems like moving bones root to where i want it to be, then using Align capture pose and then just transfer all rotates/translates on bones to their pretransform (clean rotates/translates dropdown) does the trick. Thanks for pointing in the right direction. Anyway, adding ability to move the whole hierarchy with pose tool at capture pose override would be usefull imo.
  15. Capture pose: translate bones?

    no, i need to modify the capture bone translates, not the actual translates of the bone. I use Capture pose to capture my geo to bones. So every time scene loads, my bones jump to this pose (let's say origin) where my geo also resides, capture it, and jumps back to the first frame of actual animation. This is the way capture pose works. When you create bones it automatically calculates translates, rotations of capture pose but if you want to repose bones (with Pose tool) it recalculates only rotations, you can't just translate all the hierarchy. Only fill in translate parameters by hand (or script).
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