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Found 5 results

  1. I created an infection system using pointcloud functions Infection start from random points at random times, How we can track which point start the infections and which points are belong to those infection.
  2. I'm trying to recreate this cool effect I came across. It looks like an infection system that's getting traced so I started to go down that path. With a basic infection step-up, I got the leading edge of the infection so I could trace it. I actually don't think that's going to work having had a look at the set up now and wondered if anyone else had any ideas of how to achieve something like this? grow_lines.mp4 infection.mov Infection_Lines_02.hip
  3. I created an infection solver to imitate the infection of fire spreading that is functional with a popnet as the source of the infection. I did it this way because the pyro spread node does not support pops as a source which is a different problem entirely. Everything works as it should however the infection solver only takes into effect after frame 9 which is strange because the pops should clearly be infecting from the very beginning. For some reason the solver doesn't take into account the beginning frames. Ive used this solver in other projects and has worked fine which leads me to believe it is a bug but if anyone could look over my project file and let me know if they see anything I don't? Thanks so much the file is setup so that you should press play and the problem be evident, the pops are red, wherever the infection is, is white and everything else i.e. the desk and papers should be black. After frame 9-10 the infection will begin although it should begin where ever the pops collide. InfectionSolver.hiplc with geos InfectionSolver.hiplc
  4. I have been searching for a solution to this for ages, does anyone know the correct way to have a typical infection solver be sourced by a pops sim? an example for needing this would be if you were making a flamethrower sim but needed the fire to actual be able to spread to objects that the "fuel" or "flame" touched in the scene. I tried doing this with the pyrospread solver but it only sources the beginning pops and doesnt update the stream pops group. everything works fine as long as the source input doesnt change which is the problem. someone had said using sop solver and attribute transfer would be a way to fix this but i have no idea how to make it work ive been stuck for months. any help would be greatly appreciated. another example if it wasnt clear would be a dragon breathing fire on to a character, how would you source a fire that could spread once the fire from the dragon collides with the character thank you!
  5. Hi there, I am building an infection solver in uv space using a vop generator network. I now need a way to run operations successively like in a solver sop and I am unsure how to go about this. I could take my data into dops and then back out again but I don't know how I would go about this as the dops data flow still has me a bit boggled. This video seems to do it. Does anyone have a solution to this? Thanks
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