caskal Posted July 5, 2018 Share Posted July 5, 2018 Hey magicians, I'm working on a flip river wich I need to have color attribute, followed H16 Flip Masterclass and get there, but then I tried to add color in several ways but I can't get it working. I tried adding a sop solver to dops with attribute transfer, but the color didnt worked on the motion. Also tried making source volume with points from volume with uv texture but velocity gets weird. Working river without CD Cd particles with weird velocity Any tips on how to fix this? attaching a hip. Thanks in advance flip_issue.hip Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted July 5, 2018 Share Posted July 5, 2018 Hi Ezequiel, Here is a simple mod that I did to your file for you to see a method to transfer color to the flip sim that is using the boundary layers option, just go inside the flip solver! I hope this helps! Alejandro flip_issue_aeb.hip 1 Quote Link to comment Share on other sites More sharing options...
caskal Posted July 5, 2018 Author Share Posted July 5, 2018 (edited) 12 minutes ago, Pazuzu said: Hi Ezequiel, Here is a simple mod that I did to your file for you to see a method to transfer color to the flip sim that is using the boundary layers option, just go inside the flip solver! I hope this helps! Alejandro flip_issue_aeb.hip Hey Alexandro! Thanks a ton for the hip, works like a charm, you just saved my delivery today. I went inside the flip, took my a while to find the pop group and sop solver Quick question, whats the "noSeed" pop group for? is that for transfering Cd only on first frame? like using a switch with $F == 1? Also, is this different than adding a sop solver on post solve (input4) fromflipsolver? Gracias de nuevo compadre Cheers! Edited July 5, 2018 by caskal Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted July 5, 2018 Share Posted July 5, 2018 (edited) Hey Ezequiel! No hay problema!! El grupo es porque, al usar los boundary layers hay un reeseding (o creacion dinamica de particulas) en la zona de padding, asi que se debe crear un grupo o definir un atributo para asi diferenciar las particulas justo antes del reseding; Asi al transferir attributos solo las nuevas lo recibiran concervando asi el color sin sobreescribirlo en las particulas ya existentes. Saludos, Alejandro Edited July 5, 2018 by Pazuzu 1 Quote Link to comment Share on other sites More sharing options...
caskal Posted July 5, 2018 Author Share Posted July 5, 2018 4 minutes ago, Pazuzu said: Hey Ezequiel! No hay problema!! El grupo es porque, al usar los boundary layers hay un reeseding (o creacion dinamica de particulas) en la zona de padding, asi que se debe crear un grupo o definir un atributo para asi diferenciar las particulas justo antes del reseding; Asi al transferir attributos solo las nuevas lo recibiran concervando asi el color sin sobreescribirlo en las particulas ya existentes. Saludos, Alejandro Mas claro que el agua! me quedo tranquilo sabiendo que no era tan sencillo de resolver al menos para mi que primera vez que uso este metodo. Ahora entiendo porque los metodos que intente funcionaban tan mal. Gracias de nuevo, me salvaste en el trabajo hoy. Saludos! Quote Link to comment Share on other sites More sharing options...
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