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Showing results for tags 'metaball'.
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I've scattered randomly sized and colored metaballs onto a grid (some of which merge), converted them to polygons and then boolean intersected them with the grid, to get colored slices as attached. The slices have color striations (attached). Does anyone know what's causing the striations and how to avoid or get rid of them so that I have flat colors?
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I am trying to create a force field around RBD objects so they will repel each other if they get to close, to avoid direct contact. I have tried to create a metaball force field around the objects, and feed the metaball the objects position so that the metaball force field always is around the object, but the sim breaks. In the example I am only using a single force field for simplicity, but every object should have it's own (See illustration) Am I missing something? or is this approach not suited? rbd_repel_force.hipnc
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Hi, I have a basic DOP setup with animated RBD bullet, glue/soft constraints, and a magnet force with metaball in sop geomtry. I am looking for the right way to have the metaball animated in space, to follow my animated rbd object. I have tried animating the metaball using external sop or in the sop geometry but when simulating only the first position of the metaball is used. Thanks
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Hi Guys, For a tool i'm working on i need the radius of my metaball to be affected by the size of a painted region from a terrain, can anybody suggest how this would be done? It needs to change as the user paints but i'm getting stuck on the exact terminology of the code i would need to type into the region field on the metaball, this is what i currently have typed into the radius field on the metaball but it isn't working: getpointbbox_size(/obj/leaf_pile/"bound1", 0) Any suggestions would be greatly appreciated!
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Hello, excuse my noobness, but i am looking for a way to translate a bulge along a curve path to deform a tube. I have a tube and my curve, i add a metaball, to which i add a "follow path" constraint. The metaball moves along the path as i advance the timeline. then comes the time i select the tube , then bulge using the metaball as magnet. i now have control on the bulge, but now the bulge stays static and does not follow the metaball's path anymore. How can i achieve this? For my needs, it would be even better if i could just translate the bulge on one of the curve's axis, instead of having it animated over time. Thanks for any help ! Pierre D
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Hi guys do you know how can i change the direction of force for metaball. I mean if i have a building and want to explosion just particular side (x direction etc.) how can i do it? something like this...
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When using the particle fluid surface node, it outputs polygons, and they have a really nice filter method to shape the metaball at the conversion to polygon. 1. Is there a way when using a copy sop and metaball (old school way to make a mesh) to apply this same type of filter to the metaball? Is there some kind of just "filter metaball" node? 2. Can the particle fluid surface node , output a filtered metaball field instead of converting to polygons - In other words, can I NOT convert to polygons, but just filter the metaball mesh and then ill convert it to polygons at a later step using the "convert meta" node
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- metaball
- particle fluid surface
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Hi all! I have a scene with 2 areaLights and one environment light (rendering mode: ray tracing background) Metaballs are copyed on points by copy sop. So i have strange artifacts on some random frames showed on the picture. Its strange, but when i try to rerender this frames this black thing does not disappear. When i convert metaballs to geometry through ConvertMeta sop nothing changes so it defenetly not a geometry problem. Rop node refract limit : 3 , reflect limit:1, diff limit :1 any ideas?