Jump to content

Rainroom

Members
  • Posts

    58
  • Joined

  • Last visited

  • Days Won

    1

Rainroom last won the day on December 5 2014

Rainroom had the most liked content!

About Rainroom

  • Birthday 03/10/1983

Personal Information

  • Name
    Kaushik
  • Location
    Vancouver

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Rainroom's Achievements

Newbie

Newbie (1/14)

18

Reputation

  1. Hi folks, probably a noob question...but I was wondering, while creating an otl, how do I set certain subnetworks to be skipped and go to a deeper level when I double-click on an otl? I am looking for a behaviour similar to a solver-sop. If you double-click on a solver sop, it jumps couple of levels and takes you to the input object-merges which are a couple of levels down. How to replicate that? Thanks in advance. -K
  2. You should be able to do this inside a pointVOP or an attribVOP. Pipe in your non-point deformed geo in the first input and point-deformed geo in the second input. Inside the point/attribVOP you can use a mix node with the "bias" set to some attribute of the input geo which can smoothly interpolate between the point-deformed and non-point-deformed geo.
  3. Look at "targetstiffness" and "targetv" attributes.
  4. Without looking at your file, you need to have a high targetstiffness value and use your animated geometry as a target geo.
  5. How about the "transform pieces" otl? You need matching "name" attributes for the source geo and the template points. The name attribute should be a prim attrib for the source and point attrib for the template points. The template points should also have a "pivot" attribute which would be their tx,ty and tz values.
  6. One way would be to extract the belly region and pin the boundary points (unshared edges) to their animated positions. The rest of the points can simulate as grains using targetP, targetstiffness attributes. After the sim you can merge the animated geo and the simulated geo with points fused together.
  7. Using FEM or PBD is ideal for this kind of situation. You can have procedurally animated target geometry to drive the simulation for absolute artistic control over it.
  8. Loved it! Awesome work...take a bow.
  9. Well...I generally do this kind of effect by using a sop-solver inside POP DOP to ray (using VEX to ray instead of ray-sop -which is slower) the particles back to the surface and recalculating their velocity in each timestep. I use SDFs for more advanced control. This workflow works great for me. So there you have one method of mimicking the "Flow Around Surface" compound of Softimage.
  10. I believe you need to have initial velocity for it to work. Also, you can try the targetP attribute -which makes the grains to try and follow the animated geometry.
  11. Just curious if it serves any purpose. If so then how do you plug-in 4 outputs from within the subnet?
  12. You can do that inside a VOPSOP with a mix node and have $FF fit to a range of 0 to 1 (min fit value: start frame, max fit value: the desired transition end frame) as the bias value for the mix. The input1 and input2 for the mix will be your up,N,v etc. If you have an orient or some other vector4 attribute then you can use the Spherical Linear Interp operator instead of mix.
  13. You need to pin the corners of the wall to the ground, so that it holds still when hit by something. Look for pin constraint examples in the dopnet.
×
×
  • Create New...