Search the Community
Showing results for tags 'over'.
Found 4 results
Hi, can someone please explain to me, why we would set the run over parameter in a wrangle node to detail or points? What is the difference between these two? I know that run over points means that the vex code is run over each point in parallel, but what exactly is run over details? Thank you
Hey Guys, Imagine an object which fills with liquid over time. When the object is full of liquid i want the motion of the Flip Fluid stop oder decrease over time. For example: - Object fills with Flip Fluid from Frame 1 to Frame 96. - Liquid and all motion of it slows down from Frame 96 to Frame 144, at Frame 144 everything is not moving anymore. I tried some pop wrangle inside my DOP but i cant get this working. Any suggestions? Should i do this after the DOP in SOP Level in a Vop/Wrangle or could I achive this inside my DOP? And How? Thanks and Greets, me
Hi, in another thread http://forums.odforce.net/topic/25294-unrolling-paper-animation/ I've been advised to : "Easiest would probably be to nail your animation, and then add simulation on top of that." in order to achieve a realistic behaviour to rolled-up sheet of paper. (see other thread link for details and hip file) Unfortunately, I'm not comfortable enough with H15 to figure out how to do that on my own. I can animated, I can simulate (a bit), but I'm really wondering how adding/mixing the two would have to be wired. I've tried to read about it, but so far, I've only read about switching from one to another (which isn't what I need), and something about rest and target state, that might be involve, I don't kown : / If you can help.... much appreciated! thanks, cyril.
Hello everyone. I'm truing to replicate composting operation Over which I believe A+B(1-a). Instead I and up multiplying each layer by opposite alpha. It is work fine with constant colors, but it doesn't work with a texture. It turn texture (A) in opposite color. What wrong with that and what I missed? composite_test_01.hip