Search the Community
Showing results for tags 'solver sop'.
Found 4 results
Hey guys, I've tried many different ways, but I can't seem to find any stable way to run a vellum softbody simulation with a object (in my case a meshed vdb advection growth) with a changing point count. I've tried brute force with a solver SOP to run over it every frame, but with no luck. Would love to see you guys tackle this. Cheers! -Isaac
Hey guys, I am following this Ben Watts tutorial, where he has a system to grow points on a surface. Its a great system , I am still trying to get my head around the sop solver but what I would really like to do is to be able to slow it down. I have tried animating the search radius of the point but that gives me limited control. I tried using a time shift but that just kills the whole grow effect. Any tips would be much appreciated. Cheers. video
hi, i succesfully accumulate Cd attribute via animated sphere on a grid. it basicly transfers and keeps color from sphere to grid. but if i animate grid via mountain sop or transform node , solver sop stops working. it allways shows first frame of animated geometry. is there any solution for animated object? scene file is H14 but same thing happens in h13. thnks. solverSOP.hipnc
I wanted to create an effect where an attribute could be transferred and then spread throughout the object - I found the scene on this page which worked great: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=28148&view=next&sid=1030caf41e7f90f948b8db61b7222608 However I need to do the same sort of thing inside DOPs - I want to have some highly viscous fluid and melt it with another object then have the heat (or lower viscosity) spread from the point of contact. I've tried using a solver sop inside of a sop solver (connected to the particle motion of the flip solver) however this doesn't seem to work as the solver is using the previous frame so the simulation can never progress (I think thats whats going on). So I basically need to transfer my custom attribute before the pre-flip-solve. Is there a way to do this? I've attached a scene file with my current progress Thanks, Mike wax_melting_v02.hip