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Midasssilver

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About Midasssilver

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  • Name
    Joseph
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    Los Angeles
  1. Tornado_Houdini (HELP)

    I dont have the time to dip into your hip right now, but I will say this; you need the right velocities to create something like a tornado. Right now, it looks like you almost only have your source, you don't have smoke coming off the edges of the tornado all the way around. If you just emitted velocity outwards, you would get that, but then it would look nothing like a tornado, therefore you also need a force that pulls the smoke back in. So, if you have a twisting tube as your source, and it inherits velocity from the speed of that tube, it should shoot outwards. Then you can multiple that vector by a velocity field that pushes inwards, so that you get both the initial outwards push, and then the suck back in. When those forces are balanced correctly, you can get something that looks like your reference.
  2. Hair initial state

    You need to increase the stiffness parameters, and make sure you don't have too many points in your wires, or they will just fall down. The less points you have, the stiffer it will be, but you still need it to bend and sway with the head, and you still need gravity.
  3. guiding ocean problem

    What do you mean the ship sinks? It falls onto the surface, and then floats, but it needs to undulate under and over the surface, like its on water. I played your scene, and I didn't have any issues. As the boat reached the front of the container, the container followed it, which is what the guided ocean layer does. Also, I'd recommend either using a larger particle separation or adjusting your water level or flip container, because that was too high res of a sim for you to iterate on effectively.
  4. Unexpected white color in my render

    Id say, the main issue is that you don't have a material on your object. I tried rendering your object with different shaders, and a principled shader with a light reflection model gives you the same result. If you put a constant shader on the geometry, or if you remove the headlight, the white also disappears. It looks like mantra is interpreting your volume trails as poly wires, and the whites you are seeing is specular highlights from the headlight in your scene, which is why when you change to constant shading, they disappear. Hence, the importance of materials and lights when rendering
  5. Rolling Clouds Simulation Using Smoke

    Shouldn't be too hard. Just source smoke from points on a grid, (it looks like he used a disc), give them some initial velocity, add turbulence and some disturbance at the right time, a little bit of bouyancy and some gravity (or a high cooling rate) and you are done.
  6. This is just my guess, but do you have your uvs set before the RBD sim. If you don't have them on the geometry before the sim, they can get broken as they get simmed. If that doesn't work, upload a hip and ill check it out.
  7. Anyone using .sim files?

    The .sim files are written out on the cache tab of the dopnet. Enable Save Checkpoints and specify your checkpoint location with $SF instead of $FF as the incrementer. We use $SF to stand for simulation frame. This will correspond with whatever the first frame of your simulation is, so be aware of that. Then change the checkpoint trail length to the length of the sim, so that the entire sim is accounted for. Next, make sure the checkpoint interval is set to 1, so that you get every frame taken care of. Now, when you play the simulation, you will automatically write out .sim files. Just be aware that if you suspend the simulation on a partial frame, your simulation will break. In that case you need to delete the last incomplete frame, ctrl+click the little brain icon, and your cache will re-set to the last complete frame.
  8. The texture isn't tileable because when you bake all displacements to one layer, it is fit into a 0-1 uv tile, which isn't tileable. Wish I could help your second point, but it's been a while, and I got a little hung up there myself. Hopefully someone else can chime in.
  9. How to shatter animated objects?

    Unfortunately what you are trying to accomplish isn't as easy as that. You need to switch between animated and deforming shards. I'd check out this video:
  10. Issue with trail sop velocities

    Hey there, so I opened your hip, and a couple things I'd suggest. First, when posting about a problem, create an extremely simplified version of the problem and see if you can recreate it. That is what you should be uploading here, not your whole project file with millions of dependencies we don't have. We are most likely not going to re-build your hip, and if it has a cache as a dependency, it better be a simple one. Also, Id suggest leading people to the problem you are experiencing, within the hip file, with notes. Without that, people might just stumble around. No one wants to go on randomly looking for something that isn't easy to find. So try and re-create the problem in a simple scene, and re-post, and Ill def check it out for ya.
  11. Issue with trail sop velocities

    Post a hip plz
  12. Flip level goes down

    Conservation of volume is a classic issue for flip sims. Usually you counter that by reseeding enough particles to keep the divergence of the simulation at 0.
  13. Double surface on meshing

    Try changing the rebuild sdf parameter to NONE on the particle fluid surface node. You can also try to turn on limit refinement, and leave it at zero. Second, turn off rebuild sdf.
  14. One thing you can do is add a lot of noise to the entire geometry of the fractured pieces, including the edges, then switch between the active shards and inactive shards, so that you keep the active shards that have the displacement, and the inactive ones that don't.
  15. Offset the time in an FBX animation

    You can just use a timeshift and key the frame numbers for the start and end of the range you want. If I were you, Id shift+click on the keyed parameter after and change the interpolation to linear, so that you have an accurate retime.
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