JuriBryan Posted January 26, 2013 Share Posted January 26, 2013 Hey everyone! I am creating some simple flip simulations right now and all the simulations work perfectly fine. The problem is when I want to mesh the flip particles to a surface to export to the lighting department. Some how I always get a perfect sphere that moves around in the surface and outside of it. I can't simply delete it since it moves around and has changing polycount. I went through different threats and tutorials but no one seamed to encountered this problem. The settings on the particlefluidsurface node to not change anything when changed, besides the appearance of the entire fluidsurface but the sphere is still there messing it all up. Any Ideas on setting or other methods for flip meshing? or a link to a good threat that goes over particle shading, if meshing does not work I will have to go down that rout. Cheers and thanks for the help in advance, Juri Quote Link to comment Share on other sites More sharing options...
eetu Posted January 26, 2013 Share Posted January 26, 2013 (edited) One thing to check: are you inputting also the volumes into the particlesurfacer node? The volume primitives have a single point in its center, and the surfacer sees those as well as the flip particles. Edited January 26, 2013 by eetu Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted January 26, 2013 Author Share Posted January 26, 2013 okay thanks for the tip. That seams to be the problem, but I can't seam to be able to delete only the volumes. When I lay down a delete and specify the names of the volumes the particles disappear as well. any idea to fix this? Cheers, and thanks again. Juri Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted January 26, 2013 Author Share Posted January 26, 2013 okay, I fixed it! Thanks again for the help! I added a add node that deletes the geometry and adds a particle system. After that a clean node that deletes everything. Now it works with out the strange sphere showing up. Cheers, Juri Quote Link to comment Share on other sites More sharing options...
eetu Posted January 26, 2013 Share Posted January 26, 2013 That seams to be the problem, but I can't seam to be able to delete only the volumes. When I lay down a delete and specify the names of the volumes the particles disappear as well. Yea, it takes a couple of tries for me too, every time Entity: Points / Geometry Type: Volume / Pattern: * seems to work for me. This very same thing bit me a while ago, and it's usually made even worse because those volume primitive points do not have a pscale attribute and it seems to default to 1.0 ... Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted January 26, 2013 Author Share Posted January 26, 2013 yea it gets really annoying. especially if you disable the other geometry's and they overlay the strange sphere. and then on render time you get a strange artifact in the middle of you mesh an you have no idea why. That got me 5 times already really time consuming. Quote Link to comment Share on other sites More sharing options...
mangi Posted January 26, 2013 Share Posted January 26, 2013 Juri , It should be just as easy as rop output from the particlefluidsurface with the v attribute ? Can you put up that basic hip that you have so we can see how your are making this. here is a flip with the export bgeo for lighting Mangi ODF.rar Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted January 26, 2013 Author Share Posted January 26, 2013 Juri , It should be just as easy as rop output from the particlefluidsurface with the v attribute ? yea that works like a charm if you only import the particles from dops. The problem only appears when importing fields, like the surface and velocity fields and maybe even a tangent map for different viscosity's and such. then the primitives, the volumes, create just like eetu described a extra point in the middle of the each field. and the particlesurfce node meshes those points as well. so what I did now, was to delete every geometry with a add node and added a particle system, after that I cleaned every attribute besides velocity and every group of of the particle system. now the meshing works fine, but takes a bit longer. I am outputing it right now, will upload a file using a single frame of the cache when the process is done. Cheers, Juri Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted January 26, 2013 Author Share Posted January 26, 2013 here is a link to a file showing my meshing process that fixed the problem in the end: https://www.wetransfer.com/downloads/930847d16a9d6ab34e3483d84f60dca720130126111059/0e5f833012f49adb94f9583dccbac20720130126111059/68bf32 Quote Link to comment Share on other sites More sharing options...
mangi Posted January 26, 2013 Share Posted January 26, 2013 Okay Cool Just saw this file. thanks I need the full dop please not your already exported bgeo. I need to see how to get it out okay Ps Will wait for it okay after lunch would be cool . mangi Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted January 26, 2013 Author Share Posted January 26, 2013 well getting it out is very very straight forward. just watch the flip waterfall tutorial on sidefx.com it shows how to bring in different fields into sops from your DoP simulation. I can't upload the actual scene, since it is from production. But just take a look at the tutorial they go over everything. Cheers, Juri Quote Link to comment Share on other sites More sharing options...
mangi Posted January 26, 2013 Share Posted January 26, 2013 Well In your bgeo that you first export I see 3 primitives . I saw that tutorial you mention awhile back I guess you have to use those nodes similar to what your using somehow. I can´t go through a tutrorial to figure out an issue you have. Send something yoiu sent a noncomercial version I just need to send the nodes send a snapshot or something where your doing the first export mangi meshes_lighting.rar Quote Link to comment Share on other sites More sharing options...
JuriBryan Posted January 26, 2013 Author Share Posted January 26, 2013 Hey Mangi, the problem is solved. It was really the points created for each primitive that was messing with the meshing process. So there is no need to send any files around, but thanks for the help! Cheers, Juri Quote Link to comment Share on other sites More sharing options...
mangi Posted January 26, 2013 Share Posted January 26, 2013 (edited) Okay Cool Juri Glad you finally got it solved. I was wondering a bit about the set up okay Cheers, until the next time mangi Edited January 26, 2013 by mangi Quote Link to comment Share on other sites More sharing options...
Jordan Walsh Posted January 28, 2013 Share Posted January 28, 2013 I had the same issue. After putting in an Add sop with Delete Geo but keep points I added a delete sop with delete by range and the start/end set to $N-3 and $N as I was importing 3 fields and they are always added to the end. Quote Link to comment Share on other sites More sharing options...
ikarus Posted January 29, 2013 Share Posted January 29, 2013 its safer to delete them via the group specification, eg @name = density/vel.*/temperature/etc just make sure u have an add sop with append unused points to particle system on if theres flip particles. Quote Link to comment Share on other sites More sharing options...
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