Hello,
I've got a uniform force affecting some wires that have a pin contraint on one end and is blowing them back and forth. This may be a totally dumb question, but how do I slow down the wires/force? They are running a bit too fast right now.
Thanks in advance. I'm sure the answer is staring me in the face.
Found 11 posts.
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Technical Discussion » uniform force speed
- domino1
- 11 posts
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Technical Discussion » alternating hair mat on fur object?
- domino1
- 11 posts
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Hello,
I am working on a fur object and am playing around in the hair shop. What I would like to know is if it is possible to create two hair shaders and get them to randomly apply over the fur object instead of just having one shader for the whole fur object? ie. hair with randomly contrasting highlights in it, or grass blades that vary in color.
Thanks in advance!
I am working on a fur object and am playing around in the hair shop. What I would like to know is if it is possible to create two hair shaders and get them to randomly apply over the fur object instead of just having one shader for the whole fur object? ie. hair with randomly contrasting highlights in it, or grass blades that vary in color.
Thanks in advance!
Technical Discussion » Cloth sim crashes when high resolution
- domino1
- 11 posts
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Hi Ryan,
Sorry about the file lock, I've locked it and attached it to this new email. And thank you for your tips so far, I really appreciate it. Some of the cloth sim stuff makes me crazy LOL!, I can use all the help I can get.
Thanks again
Sorry about the file lock, I've locked it and attached it to this new email. And thank you for your tips so far, I really appreciate it. Some of the cloth sim stuff makes me crazy LOL!, I can use all the help I can get.
Thanks again
Technical Discussion » Cloth sim crashes when high resolution
- domino1
- 11 posts
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Hi Ryan,
Thanks for the info. The only problem I encounter with baking out low poly and then subdividing it is that because I'm running the cloth sim on a low poly model, I'm not getting the amount of folding that I want. Any suggestions for getting more folding etc from the outset?
Thanks for the info. The only problem I encounter with baking out low poly and then subdividing it is that because I'm running the cloth sim on a low poly model, I'm not getting the amount of folding that I want. Any suggestions for getting more folding etc from the outset?
Technical Discussion » Cloth sim crashes when high resolution
- domino1
- 11 posts
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Hello,
I have created a coat and made it collide and come to rest on a rough body structure. I put a subdivide on the geometry before I ran it through the cloth solver. Now the simlulation freezes right from the get-go. If I remove the subdivide node it works fine. Can anyone help me out on this? I'm pulling my hair out.
My hip file is attached.
I have created a coat and made it collide and come to rest on a rough body structure. I put a subdivide on the geometry before I ran it through the cloth solver. Now the simlulation freezes right from the get-go. If I remove the subdivide node it works fine. Can anyone help me out on this? I'm pulling my hair out.
My hip file is attached.
Technical Discussion » Paint on cloth stiffness
- domino1
- 11 posts
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Hello,
I want to know if it is possible to vary the stiffness in different areas of a cloth sim. ie. Long jacket where collar is stiffer and won't react to wind as easily as the bottom of the jacket. Is there something that would work similar to the paint tools in fur?
Thanks in advance!
I want to know if it is possible to vary the stiffness in different areas of a cloth sim. ie. Long jacket where collar is stiffer and won't react to wind as easily as the bottom of the jacket. Is there something that would work similar to the paint tools in fur?
Thanks in advance!
Technical Discussion » Reading in and shading .sim files?
- domino1
- 11 posts
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Technical Discussion » Reading in and shading .sim files?
- domino1
- 11 posts
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Awesome thats great. Though now my problem is trying to write out the sim info. Keeps jamming 1/2 way through with that annoying memory allocation error. How should I go about getting around this? I am doing a a field of grass with wires in dops and it has to be rather heavy due to the density of the grass.
BTW- is this Graham Thompson? Its chelsea here from vfs.
BTW- is this Graham Thompson? Its chelsea here from vfs.
Technical Discussion » Reading in and shading .sim files?
- domino1
- 11 posts
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Hello,
I am working on a rather heavy dop simulation. I added a fileDop in my AutoDopNetwork and rendered out the sequence to .sim files. My question is now how do I go about reading that .sim information back in and then apply a shader and then render it out? I originally tried to render the dop sim straight from Mantra but it kept freezing at frame 1 so I thought I should go about it the .sim files way.
Any help would be very greatly appreciated.
Thanks!
I am working on a rather heavy dop simulation. I added a fileDop in my AutoDopNetwork and rendered out the sequence to .sim files. My question is now how do I go about reading that .sim information back in and then apply a shader and then render it out? I originally tried to render the dop sim straight from Mantra but it kept freezing at frame 1 so I thought I should go about it the .sim files way.
Any help would be very greatly appreciated.
Thanks!
Technical Discussion » image or geo onto particle stream?
- domino1
- 11 posts
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Thank you so much for the tip. The only issue is that because the popnet is only creating once stream, the force sop that comes after it is now not affecting the entire group of “stalks” emitting from the grid. I have and $ID function in the force sop so it will create a sort of flag-waving wind effect running from one end to the other, kind of like gusting wind. Any suggestions? Thanks so much for your advice!
Technical Discussion » image or geo onto particle stream?
- domino1
- 11 posts
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Hello everyone,
I have a particle sim that looks like long grass blowing in the wind. Right now I have them just rendering as lines, but what I am trying to do is make each of the particle streams look like they are stalks of wheat blowing and bending in the wind. How would I go about applying an image to a stream of particles or is that even doable? I'm totally stuck on this.
Any suggestions on how to go about accomplishing the look I am going for would be very greatly appreciated.
I have the .hip file I am talking about attached.
Thank you in advance!
I have a particle sim that looks like long grass blowing in the wind. Right now I have them just rendering as lines, but what I am trying to do is make each of the particle streams look like they are stalks of wheat blowing and bending in the wind. How would I go about applying an image to a stream of particles or is that even doable? I'm totally stuck on this.
Any suggestions on how to go about accomplishing the look I am going for would be very greatly appreciated.
I have the .hip file I am talking about attached.
Thank you in advance!
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