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PDG/TOPs » Wait for all doesn't continue
- James Rowe
- 38 posts
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PDG/TOPs » Wait for all doesn't continue
- James Rowe
- 38 posts
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See attachment - should it be doing this? there is another wait for all in the same network that continues..
I want to wait for entire simulation to finish before cooking anything else, maybe there is another way?
I want to wait for entire simulation to finish before cooking anything else, maybe there is another way?
PDG/TOPs » Opengl Rop TOP
- James Rowe
- 38 posts
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ah you gotta tick Export To Environment and the attributes become environment variables…ex. your wedge attribute x and output path in ROP $HIP/$x.png
PDG/TOPs » Opengl Rop TOP
- James Rowe
- 38 posts
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Do u guys know how to use a wedge variable this way? tried the @wedgeindex and old $WEDGENUM in the opengl ROP output path but its not getting picked up
Technical Discussion » Bake Texture ROP - Different displacement MPlay and Disk
- James Rowe
- 38 posts
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hey, I'm getting a different output when I Render To MPlay vs Render To Disk. on disk it comes out very dark and quantized. Its only displacement, all other maps are 1:1, any idea?
Edited by James Rowe - Dec. 22, 2018 18:40:55
Technical Discussion » Pyro Cluster Collisions
- James Rowe
- 38 posts
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Converting your object into collision object using collisionsource and bringing it into dops with source volume set to collision and scale source volume to -1 makes collisions usually work. I have a cluster setup and doing this same technique - only my fluid source is showing in sim.As in there is no smoke actually being emitted, any1 had this problem?..
other thread
http://forums.odforce.net/topic/21674-colliding-with-pyro-clustered-smoke/#comment-159184 [forums.odforce.net]
http://forums.odforce.net/topic/27889-pyro-clusters-collisions/#comment-159183 [forums.odforce.net]
Correct collisions with for cluster setup anyone? sorry if I'm annoying but I have 3 months to finish a junior demo and this is halting me for 2 days, there is no docs for this problem or threads. I cant figure it out
other thread
http://forums.odforce.net/topic/21674-colliding-with-pyro-clustered-smoke/#comment-159184 [forums.odforce.net]
http://forums.odforce.net/topic/27889-pyro-clusters-collisions/#comment-159183 [forums.odforce.net]
Correct collisions with for cluster setup anyone? sorry if I'm annoying but I have 3 months to finish a junior demo and this is halting me for 2 days, there is no docs for this problem or threads. I cant figure it out
Technical Discussion » Update OTL
- James Rowe
- 38 posts
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Technical Discussion » Update OTL
- James Rowe
- 38 posts
- Offline
Technical Discussion » Update OTL
- James Rowe
- 38 posts
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Ah, the network in the subnet is updating but the parms on the subnet aren't..how to update the interface as well?
Technical Discussion » Update OTL
- James Rowe
- 38 posts
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Hi,
I'm trying to update an OTL, the manual says Right click and choose Save node type and it will update the otl on disk.
I drop my otl, make changes. Right click and save node type. Drop another and its the same. Also doesn't show update after restart or saving to library under different name from the type properties.
I am missing something?
Thanks
I'm trying to update an OTL, the manual says Right click and choose Save node type and it will update the otl on disk.
I drop my otl, make changes. Right click and save node type. Drop another and its the same. Also doesn't show update after restart or saving to library under different name from the type properties.
I am missing something?
Thanks
Technical Discussion » Delete volume by mesh growth
- James Rowe
- 38 posts
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greets,
I am making ice grow over a fireball. In the attached hip the mesh (ice) growth is covered. But the volume still remains. How can I delete this volume where the mesh is, as it grows?
The mesh is grown by deleting the red channel, that is controlled by a ramp. You can see the animated flags on the ramp. I tried the same technique on the volume , but inverse = does not work. Now Im trying stuff with a volume ramp with the same keyframes as the ramp driving the mesh.
Thanks for any help
I am making ice grow over a fireball. In the attached hip the mesh (ice) growth is covered. But the volume still remains. How can I delete this volume where the mesh is, as it grows?
The mesh is grown by deleting the red channel, that is controlled by a ramp. You can see the animated flags on the ramp. I tried the same technique on the volume , but inverse = does not work. Now Im trying stuff with a volume ramp with the same keyframes as the ramp driving the mesh.
Thanks for any help
Technical Discussion » pyrofx render passes
- James Rowe
- 38 posts
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Ah, something is wrong with my scene/version..I do not have exports tab on shader or the bind nodes under the hood…
Technical Discussion » pyrofx render passes
- James Rowe
- 38 posts
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It is not working..
If you make a default pyro, add image plane of smoke_mask, float and full opacity filtering. The smoke_mask channel is empty. Am I missing something?..
If you make a default pyro, add image plane of smoke_mask, float and full opacity filtering. The smoke_mask channel is empty. Am I missing something?..
Technical Discussion » pyrofx render passes
- James Rowe
- 38 posts
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Technical Discussion » pyrofx render passes
- James Rowe
- 38 posts
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how do you setup render layers for pyrofx? I am aware of the extra image planes for the mantra rop but not sure how to add fire/smoke/vol light…
thanks !
thanks !
Technical Discussion » Galaxy Coloring
- James Rowe
- 38 posts
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Hey Ignas,
Thanks for taking the time to help. I replied on your video before seeing this post about caching one frame with a cd and sourcing from that (which works), but I understand that's not needed and assigning color before the popnet as you have shown is correct.
Thanks for taking the time to help. I replied on your video before seeing this post about caching one frame with a cd and sourcing from that (which works), but I understand that's not needed and assigning color before the popnet as you have shown is correct.
Technical Discussion » Galaxy Coloring
- James Rowe
- 38 posts
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Yes, I have read his reply and am now stuck on baking the color.
As you can see the image is projected, but as the points there color values do also. It is just moving under the image.
Any idea how to bake the color on the first frame?
As you can see the image is projected, but as the points there color values do also. It is just moving under the image.
Any idea how to bake the color on the first frame?
Technical Discussion » Galaxy Coloring
- James Rowe
- 38 posts
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Hey,
Any idea how this galaxy coloring was done? Especially the red part.
A certain way of grouping particles and coloring each group?….
https://www.youtube.com/watch?v=Hkq1v8GarjM [youtube.com]
Thanks for any ideas
Any idea how this galaxy coloring was done? Especially the red part.
A certain way of grouping particles and coloring each group?….
https://www.youtube.com/watch?v=Hkq1v8GarjM [youtube.com]
Thanks for any ideas
Technical Discussion » Pyro Gas Up Res
- James Rowe
- 38 posts
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Hello,
Everyone uses a low resolution to work on your sim, and increase resolution for final sim. But When I increase the resolution, the sim explodes, and doesn't keep at all the shape of the low res. Is this what the gas up res is for? If I use this node to run my up res sim, will it keep the original shape? I read in the manual it keeps the velocity field.
Thanks
Everyone uses a low resolution to work on your sim, and increase resolution for final sim. But When I increase the resolution, the sim explodes, and doesn't keep at all the shape of the low res. Is this what the gas up res is for? If I use this node to run my up res sim, will it keep the original shape? I read in the manual it keeps the velocity field.
Thanks
Technical Discussion » Pyro lookup ramp color
- James Rowe
- 38 posts
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spoke to soon. Had to really crank the max target range in the fire temperature field (32)
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