alexmajewskiOr you can try this.
Say we start with an irregular 4-sided UV island, and our goal would be to pull its 4 points to desired new positions and straighten out the boundary edge.
What technique/concept could be used that would distribute their internal points proportionally to the deformations performed on the boundary edge? (assuming it's even a multi-step process)Image Not Found
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Technical Discussion » Vex: How to proportionally conform a shape to rectangle?
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- Benyee
- 64 posts
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Technical Discussion » Fog showing up in depth pass
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- Benyee
- 64 posts
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hi, you can set your fog phantom while rendering your beauty with z, and then render the fog individually without z as a foreground layer.
Technical Discussion » Difference in geometry and collision geometry
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- Benyee
- 64 posts
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Technical Discussion » Seek help! How to correctly use volumetric lighting to illum
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- Benyee
- 64 posts
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hi, say if you wanna use A to light up B, I think the more direct approach is to light up A with a goelight which is setup with B.
Technical Discussion » Vellum rope ladder setup?
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- Benyee
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Technical Discussion » Restrict specific Rotation and Position with RBD
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- Benyee
- 64 posts
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You could use v and w attributes to restrict Z Position and Y Rotation, I got this simple example.
Hope it helps.
Hope it helps.
Technical Discussion » sky light reposition sun
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- Benyee
- 64 posts
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There would be some parameters on your skylight you can tweak, skylight1/light/sky Environment Map/Sun.
Technical Discussion » How to make realistic honey drop?
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- Benyee
- 64 posts
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You try to use flip with high viscosity and surface tension, the surface tension could work for the spring back effect.
Technical Discussion » Colored smoke with KARMA XPU
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- Benyee
- 64 posts
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For the shader, try to use the imported Cd field to control the scatter, and a constant color to control the absorption.
Technical Discussion » Combine fireball explosion with RBD destruction of object?
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- Benyee
- 64 posts
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Sometimes I use the parameter "force matte", or set the parameter "matte shading" on object node.
And I also make takes for each render layers.
In this case I don't render separate matte for anything.
And I also make takes for each render layers.
In this case I don't render separate matte for anything.
Technical Discussion » Combine fireball explosion with RBD destruction of object?
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- Benyee
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Mine is just like you mentioned at the end, render rbd as matte for fireball.
Another thing you should be aware of is you should use the same motionblur setting for the two layers.
For rendering the rbd with a black material, I've never tried, it could be an option but need to be tested.
Another thing you should be aware of is you should use the same motionblur setting for the two layers.
For rendering the rbd with a black material, I've never tried, it could be an option but need to be tested.
Technical Discussion » Combine fireball explosion with RBD destruction of object?
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- Benyee
- 64 posts
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The general approach for simulation is rbd first, and then pyro, baked rbd will affect pyro as colliders.
Then render rbd and pyro separately.
Then render rbd and pyro separately.
Technical Discussion » Using RBD Cluster with DOP Netowrk?
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- Benyee
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litote
I might ask a question about the foreach loop part once I try to follow the setup as it is a bit hard fro me to follow.
In the foreach loop, steps include:
1 take one chunk;
2 pack the chunk geometry to get rbd points, and also transfer cluster attribute because I will use it to identify the final constraint geometry;
3 promote cluster to point attribute as I found that point attribute can be inherited in the next step;
4 create the constraint geometry between the rbd points created in step 2.
I should say, the operation for cluster attribute in step2 and step3 is not necessary, it’s just for visualizing or identifying the constraint geometry by cluster attribute, and it doesn't affect the sim result.
So the entire setup in the loop can be replaced by a simpler approach,
just use one ConnectAdjacentPieces node and set the connection type parameter to the second option.
Edited by Benyee - Aug. 24, 2023 11:58:12
Technical Discussion » Using RBD Cluster with DOP Netowrk?
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- Benyee
- 64 posts
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litote
I am unfamiliar with a couple of the nodes you used. Could you please run through what is happening in the For Each loop step by step?
Also, can you explain what the Connect Adjacent Pieces and the RBD Convert Constraints (both connected) are doing, precisely?
I just presented some comments for the nodes and setups.
litote
I had expected you to use the RBD Constraint Properties node to use the RBD Cluster node's intracluster and clustertocluster groups in its Constraint Group field, as I have see them used with the SOP level RBD Bullet Solver). Is this not possible for use in a DOP Network set up? Is this why you have instead created your own cluster groups?
In this case I just created those 2 type of constraints separately and manually, of course you can try using RBD Cluster’s constraints groups, but you should connect the node Voronoifracture’s 2nd output to the 2nd input of node RBD cluster, it's possible to use it in DOP as using the manually built ones.
This approach(manually) might be more flexible, but it’s not necessary, depends on the situation.
Edited by Benyee - Aug. 24, 2023 01:37:33
Technical Discussion » Using RBD Cluster with DOP Netowrk?
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- Benyee
- 64 posts
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Here is a simple example to illustrate how to config bullet RBD constraints with RBD cluster node in SOP level
and use these constraints in DOP. Hope it helps.
and use these constraints in DOP. Hope it helps.
Technical Discussion » Interpolation problem in Francitonal Frames
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- Benyee
- 64 posts
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Technical Discussion » FLIP simulation stability and time scale issue
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- Benyee
- 64 posts
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Technical Discussion » why when increasing vellum substeps with wire jumps?
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- Benyee
- 64 posts
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Soft pin works well in this situation, perfect. It seems only hard pin for orientation causes the single frame popping, hard pin for position doesn’t affect.
Technical Discussion » How to remove points but keep lines?
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- Benyee
- 64 posts
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64669804In this case you can try filtering points by calculating point angles with vex.
I want to remove the selected points in Figure 1 (these points have been defined in the group) but keep the lines. I hope it looks like picture 2 after removing. I tried 'remove inline points', but it didn't work as expected.
int pts[]=expandpointgroup(0,'group1'); int nb_pts2[]; string edges='',edge; // foreach(int pt;pts) { int nb_pts[]=neighbours(0,pt); for(int i=0;i<len(nb_pts);i++) { int ingrp=inpointgroup(0,'group1',nb_pts[i]); if(!ingrp) { pop(nb_pts,i); } else push(nb_pts2,nb_pts[i]); } //printf('%d\n',len(nb_pts)); // int pt_nb0=nb_pts[0]; int pt_nb1=nb_pts[1]; vector pos0=point(0,'P',pt_nb0); vector pos1=point(0,'P',pt_nb1); vector cur_pos=point(0,'P',pt); vector dir0=normalize(pos0-cur_pos); vector dir1=normalize(pos1-cur_pos); float angle=degrees(acos(dot(dir0,dir1))); setpointattrib(0,'angle',pt,angle,'set'); if(angle>175) { setpointgroup(0,'smooth_pts',pt,1,'set'); } }
Technical Discussion » flip particles collasped after turning on "density" attribut
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- Benyee
- 64 posts
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I think you should check off "solver pressure with adaptivity" if "density by attribute" was on
due to the unsupported varying density in the adaptive solver currently.
due to the unsupported varying density in the adaptive solver currently.
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