sanostol Posted March 4, 2011 Share Posted March 4, 2011 (edited) Hi, I just want to have a thread for quick stuff, I'm experimenting with. maybe this one helps some to save time. emitting from moving objects often end with high subsampling or You can see the emission steps. by interpolating teh current and the previousframe, You can avoid this efficiently. fakesubframes.mov fakesubframes.hip Edited March 5, 2011 by sanostol Quote Link to comment Share on other sites More sharing options...
sanostol Posted March 4, 2011 Author Share Posted March 4, 2011 (edited) and with catmull-rom interpolation fakesubframescurved.hip Edited March 4, 2011 by sanostol Quote Link to comment Share on other sites More sharing options...
calix Posted March 4, 2011 Share Posted March 4, 2011 Nice! Quote Link to comment Share on other sites More sharing options...
theflu Posted March 4, 2011 Share Posted March 4, 2011 cool, looking forward to your experiments! Quote Link to comment Share on other sites More sharing options...
kumpa Posted March 5, 2011 Share Posted March 5, 2011 How many times popnet gets evaluated in this case ? My guess would be twice. Quote Link to comment Share on other sites More sharing options...
sanostol Posted March 5, 2011 Author Share Posted March 5, 2011 another one, using pcopen in vex to move particles along some curves movealongcurve.hip @kumpa: in all cases subframes are set to one, for the first example it woudl need 16+ subsamples to get that even distribution Quote Link to comment Share on other sites More sharing options...
sanostol Posted March 5, 2011 Author Share Posted March 5, 2011 smoke driven by the particles, a lot of smoke doesn't get around the corner Quote Link to comment Share on other sites More sharing options...
ikarus Posted March 9, 2011 Share Posted March 9, 2011 smoke driven by the particles, a lot of smoke doesn't get around the corner pretty cool curve tool, i would suggest throwing in a gradient of a tube extruded along the curve into your velocity field to keep the smoke in bounds Quote Link to comment Share on other sites More sharing options...
bunker Posted March 10, 2011 Share Posted March 10, 2011 Really cool Martin ! thanks for sharing Quote Link to comment Share on other sites More sharing options...
kumpa Posted March 10, 2011 Share Posted March 10, 2011 (edited) @kumpa: in all cases subframes are set to one, for the first example it woudl need 16+ subsamples to get that even distribution i have been a bit moronic, all clear now. Clever trick, thanks for sharing. Edited March 10, 2011 by kumpa Quote Link to comment Share on other sites More sharing options...
Ryan Posted March 10, 2011 Share Posted March 10, 2011 Thanks for sharing the follow curve technique. I learned alot just by looking at your voppop setup. Very nice. Quote Link to comment Share on other sites More sharing options...
sanostol Posted March 11, 2011 Author Share Posted March 11, 2011 (edited) @kumpa: hope it saves You some time @Ryan: glad You like it I ported the POP setup to DOP as a SOPSolver, just to for fun and by this it is possible to query the pointcloud itself, what is not possible in POP context (This is not include in the file) movealongcurveDOP.hip Edited March 11, 2011 by sanostol Quote Link to comment Share on other sites More sharing options...
sanostol Posted March 11, 2011 Author Share Posted March 11, 2011 (edited) same as DOPForce on RBD but it is to slow to be fun movealongcurveRBD.hip it would be great if You could select all nodes (Ctrl A) and all hidden input nodes get selected, too Edited March 11, 2011 by sanostol Quote Link to comment Share on other sites More sharing options...
sanostol Posted April 20, 2011 Author Share Posted April 20, 2011 (edited) a simple dynamic muscle, very relaxed Edited April 20, 2011 by sanostol Quote Link to comment Share on other sites More sharing options...
sanostol Posted May 23, 2011 Author Share Posted May 23, 2011 quick ogl from a effect I'm working on, still a lot to do. Quote Link to comment Share on other sites More sharing options...
Ezz Posted May 23, 2011 Share Posted May 23, 2011 Hi Martin. Great stuff :-) Erik Quote Link to comment Share on other sites More sharing options...
ikarus Posted May 24, 2011 Share Posted May 24, 2011 very cool where does the dirt go, i want some lingering trailz Quote Link to comment Share on other sites More sharing options...
sanostol Posted May 26, 2011 Author Share Posted May 26, 2011 glad You like it the dust will stay on ground Martin Quote Link to comment Share on other sites More sharing options...
sanostol Posted September 2, 2011 Author Share Posted September 2, 2011 little one: i needed to carve many curves but each one with other settings, i first tried with forEach(slooooow). here's a vex version. it is not as complete as carveSOP, but for my case it was enough and it is much faster. hope it helps Martin carveWithVOP.hip Quote Link to comment Share on other sites More sharing options...
3dFrosty Posted January 8, 2012 Share Posted January 8, 2012 hey Martin... this is really cool.. have you got any wip hip files you could share..? would be really interesting to check out your method.. cheers ben.. quick ogl from a effect I'm working on, still a lot to do. Quote Link to comment Share on other sites More sharing options...
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