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Technical Discussion » Morph betweren materials?
- suesssebastian
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Solaris and Karma » Pyrobake volume
- suesssebastian
- 11 posts
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Hi. I'm currently working on some simple fire setups.
I want to render them with Karma but for the love of god i cant get my setup work with quick setups from pyro bake.
The error in Solaris is "bad reference" but even when i relink the references or delete them it's still is not rendering.
There have to be some settings in my pyrosolver i missed or do i have the wrong inputs in my rasterize node?
I want to render them with Karma but for the love of god i cant get my setup work with quick setups from pyro bake.
The error in Solaris is "bad reference" but even when i relink the references or delete them it's still is not rendering.
There have to be some settings in my pyrosolver i missed or do i have the wrong inputs in my rasterize node?
Technical Discussion » Scale by Attribute
- suesssebastian
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Technical Discussion » Scale by Attribute
- suesssebastian
- 11 posts
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Hello.
I am stuck with a small problem i try to solve.
I've created a radius attribute along my cylinder(visualized) an now I want to scale the radii of my cylinder with my attribute.
Is it possible that I scale my points along the objects pivot with the attribute? I don't want to move them along the normal so they don't intersect.
I want to get this result.
Thought i could use my radius sttribute as a multiplier in a transform node.
Is there i vex function you can point me to?
I am stuck with a small problem i try to solve.
I've created a radius attribute along my cylinder(visualized) an now I want to scale the radii of my cylinder with my attribute.
Is it possible that I scale my points along the objects pivot with the attribute? I don't want to move them along the normal so they don't intersect.
I want to get this result.
Thought i could use my radius sttribute as a multiplier in a transform node.
Is there i vex function you can point me to?
Technical Discussion » Drying up a fluid with pressure
- suesssebastian
- 11 posts
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So I want to control the dry up process of a fluid sim.
I created a pop group which selects a random particle after the stream reaches a certain position.
To generate a growth of the drying region a used a sopsolver with pcfind.
The whole results looks okish but I would like to have a less homogeneous look.
Is it possible to transfer the pressure values of my fluid field to my particles, so i can kill them when they reach a threshold?
I created a pop group which selects a random particle after the stream reaches a certain position.
To generate a growth of the drying region a used a sopsolver with pcfind.
The whole results looks okish but I would like to have a less homogeneous look.
Is it possible to transfer the pressure values of my fluid field to my particles, so i can kill them when they reach a threshold?
Technical Discussion » Flipsolver Advect by Volume
- suesssebastian
- 11 posts
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Technical Discussion » Flipsolver Advect by Volume
- suesssebastian
- 11 posts
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Hello.
I'm trying to create a wall out of water with the new flipslover and a custom velocity field.
In the solver i use a popadvectbyvolume node, everything works fine but as soon as a particle leaves the field its velocity "freezes" and a blob appears at the top.
Is there a possibility for the particles to inherit the speed when leaving the field?
I'm trying to create a wall out of water with the new flipslover and a custom velocity field.
In the solver i use a popadvectbyvolume node, everything works fine but as soon as a particle leaves the field its velocity "freezes" and a blob appears at the top.
Is there a possibility for the particles to inherit the speed when leaving the field?
Edited by suesssebastian - Oct. 11, 2022 07:53:26
Technical Discussion » Cooling smoke below the average temperature
- suesssebastian
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found it.
You can either dive into solver and the next three solvers, there is a gas linear combination node ("temp_cooling") where you can ad a negative constant. so the temp falls below the ambient and the smoke falls after cooling down.
or just add the node to the force output.
You can either dive into solver and the next three solvers, there is a gas linear combination node ("temp_cooling") where you can ad a negative constant. so the temp falls below the ambient and the smoke falls after cooling down.
or just add the node to the force output.
Technical Discussion » Cooling smoke below the average temperature
- suesssebastian
- 11 posts
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Is there a possibility that smoke in the pyrosolver can cool below the ambient temperature, so that it starts to fall after rising/cooling?
Solaris and Karma » Karma Holdout Mode
- suesssebastian
- 11 posts
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Solaris and Karma » Karma Holdout Mode
- suesssebastian
- 11 posts
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Hi.
I've trying to work with matte objects in my current scene.
When i set it up with in "render geometry settings" it works fine with cpu rendering but not with xpu.
Is there a workaround or am i doing something wrong?
I've trying to work with matte objects in my current scene.
When i set it up with in "render geometry settings" it works fine with cpu rendering but not with xpu.
Is there a workaround or am i doing something wrong?
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