I've attached a sample file and some screenshot to explain the problem.
As you can see the "skin" mesh pass trough the box and the collision is not calculated properly.
What i am trying to achieve is a very accurate collision for the skin between the 2 oject, especially when it touch the edges of the box.
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Technical Discussion » multiple vellum object workflow
- demonsd_miles17
- 24 posts
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Technical Discussion » multiple vellum object workflow
- demonsd_miles17
- 24 posts
- Offline
Hi everyone, I need help with a problem that's been blocking me for a few days now.
I should do a simulation of 2 different vellum objects colliding with each other and simultaneously colliding with a wall.
Essentially the simulation is composed of 1 vellum strut softbody, wrapped by a second vellum object which functions as a "skin" for the vellum strut softbody.
both are then simulated and will have to collide with this wall.
The problem comes with the collision with the wall.
Apparently the skin cannot collide well because it finds itself in the middle of 2 colliders (the softbody and the wall) which do not calculate everything well.
Someone have any suggestions fo this problem?
I should do a simulation of 2 different vellum objects colliding with each other and simultaneously colliding with a wall.
Essentially the simulation is composed of 1 vellum strut softbody, wrapped by a second vellum object which functions as a "skin" for the vellum strut softbody.
both are then simulated and will have to collide with this wall.
The problem comes with the collision with the wall.
Apparently the skin cannot collide well because it finds itself in the middle of 2 colliders (the softbody and the wall) which do not calculate everything well.
Someone have any suggestions fo this problem?
Technical Discussion » render frames backward from end to start
- demonsd_miles17
- 24 posts
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CYTE
Hey demonsd_miles17,
no that is not possible. Why do you want to do that? Each image gets a name assigned based on its frame in the timeline. So if you render backward the sequence would always play forward in any editor. If you want to reverse an animation, do it on the Geometry level via a timeshift node or with the rendered images in Post-processing.
Cheers
CYTE
Damn,
Anyway thanks for the reply. I don't need to reverse the animation.
I want to render the same scene with 2 different machines in order to speed up the process.
The first one rendering in a normal way and a second one rendering backward.
Then i will stop both of them once they meet each other halfway at the same frame.
Edited by demonsd_miles17 - 2022年9月19日 06:41:20
Technical Discussion » render frames backward from end to start
- demonsd_miles17
- 24 posts
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Hi guys
Someone know if is possible to render frames in a reverse order (with Redshift)?
From end to start, goin backward.
Thank you.
Someone know if is possible to render frames in a reverse order (with Redshift)?
From end to start, goin backward.
Thank you.
Edited by demonsd_miles17 - 2022年9月19日 04:06:37
Technical Discussion » bgeo, bgeo.sc, obj, fbx, abc, etc... Wich file load faster ?
- demonsd_miles17
- 24 posts
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Hi Guys.
Maybe this is a stupid question but i was thinking about it recently.
Wich file load faster from the file loader?
I have an extremely heavy file with just a couple of attributes (Cd and uv) and i am trying to optimize the scene with a faster file format.
Thank you.
Maybe this is a stupid question but i was thinking about it recently.
Wich file load faster from the file loader?
I have an extremely heavy file with just a couple of attributes (Cd and uv) and i am trying to optimize the scene with a faster file format.
Thank you.
Edited by demonsd_miles17 - 2022年9月2日 09:10:01
Technical Discussion » copy point position on a different target point position
- demonsd_miles17
- 24 posts
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eikonoklastesdamn buddy, thank you !
You can still use Fuse for this, and uncheck Fuse Snapped Points, which will effectively just transform them.
Technical Discussion » copy point position on a different target point position
- demonsd_miles17
- 24 posts
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Hi guys
I have a problem that i think can be easely solved with vex, but unfortunatelly i'm not an expert on it.
I have a curve and i want to copy the last point position (150) on a different target point position (149) without fusing the 2 point.
Point simply should have the same position but have to live separately.
Somoen can help me?
Thanks
I have a problem that i think can be easely solved with vex, but unfortunatelly i'm not an expert on it.
I have a curve and i want to copy the last point position (150) on a different target point position (149) without fusing the 2 point.
Point simply should have the same position but have to live separately.
Somoen can help me?
Thanks
Technical Discussion » create a path from a moving camera
- demonsd_miles17
- 24 posts
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Solved by myself after some test.
i've attached my solution.
Don't know if there is a quick or more direct way to achive it, but it works for me
i've attached my solution.
Don't know if there is a quick or more direct way to achive it, but it works for me
Technical Discussion » create a path from a moving camera
- demonsd_miles17
- 24 posts
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Hi all.
Is it possible to extract/draw a path from a moving camera animated with keyframes.
Thank you
Is it possible to extract/draw a path from a moving camera animated with keyframes.
Thank you
Technical Discussion » switch - expression for switch inpute every nth frame
- demonsd_miles17
- 24 posts
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Technical Discussion » switch - expression for switch inpute every nth frame
- demonsd_miles17
- 24 posts
- Offline
Hi all.
I have a switch node with 3 inputs and i would like to switch the input evry 140 frame.
0-140 input 0
140-280 input 1
280-420 input 2
How can i achieve that?
thank you
I have a switch node with 3 inputs and i would like to switch the input evry 140 frame.
0-140 input 0
140-280 input 1
280-420 input 2
How can i achieve that?
thank you
Technical Discussion » connect start-end point spline for smooth NURBS curve
- demonsd_miles17
- 24 posts
- Offline
HI guys.
I'm trying to create an uniform nurbs curve started by labs spiral that will be used as camera path for a looped animation.
The issue is the start/end point at the bottom that is not connected and fused and as result the start/end of the animation is not working properly.
Someone knows a way how to solve this problem?
Thank you.
hip file and screen attached
please ignore multiple edits that works for shaping the spline.
I'm trying to create an uniform nurbs curve started by labs spiral that will be used as camera path for a looped animation.
The issue is the start/end point at the bottom that is not connected and fused and as result the start/end of the animation is not working properly.
Someone knows a way how to solve this problem?
Thank you.
hip file and screen attached
please ignore multiple edits that works for shaping the spline.
Edited by demonsd_miles17 - 2022年4月24日 08:29:52
Technical Discussion » assign different stifness in a vellum simulated object
- demonsd_miles17
- 24 posts
- Offline
Hi all.
I'm trying to figure out how to do an apparently very easy task in a vellum sim.
Basically i would like to assign 2 different stifness in the same objebect, driven by a color.
The object should be soft and hard at the same time, but in different painted area.
i've attached a screenshot.
The red part should be hard (let's say as a wood stick) and the white one soft, as a jelly.
Any help how to solve this?
Thank you.
s
I'm trying to figure out how to do an apparently very easy task in a vellum sim.
Basically i would like to assign 2 different stifness in the same objebect, driven by a color.
The object should be soft and hard at the same time, but in different painted area.
i've attached a screenshot.
The red part should be hard (let's say as a wood stick) and the white one soft, as a jelly.
Any help how to solve this?
Thank you.
s
Edited by demonsd_miles17 - 2022年2月25日 11:46:03
Technical Discussion » vellum sim on object changing topology and growing over time
- demonsd_miles17
- 24 posts
- Offline
Hi guys,
i'm trying to create a vellum sim with an object that is changing topology over time.
Do you think is possible?
The object is growing and expanding with a solver, and i would like to simulate it in a vellum sim.
s
i'm trying to create a vellum sim with an object that is changing topology over time.
Do you think is possible?
The object is growing and expanding with a solver, and i would like to simulate it in a vellum sim.
s
Edited by demonsd_miles17 - 2020年12月30日 11:31:15
Technical Discussion » How to mantain UVs after VDB combine
- demonsd_miles17
- 24 posts
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ok, so
i ended up with this and it's working for my purpose.
If anyone have a better solution i will be really greateful.
Maybe for fixing the smal gab between the 2 mesh.
But probably the issue is due to the subdivision level of the first meshes
More the first mesh is detailed, less will be noticeble the gap and the issue.
Thanks
i ended up with this and it's working for my purpose.
If anyone have a better solution i will be really greateful.
Maybe for fixing the smal gab between the 2 mesh.
But probably the issue is due to the subdivision level of the first meshes
More the first mesh is detailed, less will be noticeble the gap and the issue.
Thanks
Edited by demonsd_miles17 - 2020年10月27日 10:36:18
Technical Discussion » How to mantain UVs after VDB combine
- demonsd_miles17
- 24 posts
- Offline
Hi guys.
Hi have 2 different objects, each of them with its own uv.
I would like to convert them in VDB, fuse them with a combine and than convert back in a single mesh.
Now the problem are the uvs…
Is it possible to combine them and obtain a single new uv for the new geometry?
Thank you
Hi have 2 different objects, each of them with its own uv.
I would like to convert them in VDB, fuse them with a combine and than convert back in a single mesh.
Now the problem are the uvs…
Is it possible to combine them and obtain a single new uv for the new geometry?
Thank you
Technical Discussion » Smoke sim attracted by a surface
- demonsd_miles17
- 24 posts
- Offline
I have an easy smoke simulation located really close to a wall/surface.
I would like the smoke will be attracted by the surface, in order to let the smoke “slide” along it.
Is this possible ?
I attached an example file
thank you
I would like the smoke will be attracted by the surface, in order to let the smoke “slide” along it.
Is this possible ?
I attached an example file
thank you
Edited by demonsd_miles17 - 2019年10月14日 04:03:45
Technical Discussion » @id attribute with copy stamp (point change number during simulation)
- demonsd_miles17
- 24 posts
- Offline
AndyW
I prefer to set copy stamp attributes on the points/particles themselves and reference that in the copy SOP, it's more controllable and predictable. Also, a lot of the erratic motion you're getting is coming from the transforms you have on your copy geo, but I'm not sure what you're after. The enclosed file is how I would go about it, I hope it's helpful
It works !!!
Thank you so much Andy !
Technical Discussion » @id attribute with copy stamp (point change number during simulation)
- demonsd_miles17
- 24 posts
- Offline
Hi guys,
I'm trying to copy stamp a bunch of different object on points created by a particle simulation.
Unfortunatelly the particles dies during the simulation, and this cause a change in the particles number.
The result is a glitchy and randomic change in the object copied on the particles.
I know that probably the solution is the use of the @id attribute, but i can't really figure out how to use it in this situation, inside a copy stamp.
I attached a .hip file explaining my problem.
thanks in advice for any help
I'm trying to copy stamp a bunch of different object on points created by a particle simulation.
Unfortunatelly the particles dies during the simulation, and this cause a change in the particles number.
The result is a glitchy and randomic change in the object copied on the particles.
I know that probably the solution is the use of the @id attribute, but i can't really figure out how to use it in this situation, inside a copy stamp.
I attached a .hip file explaining my problem.
thanks in advice for any help
Technical Discussion » How to create UV on VDB converted polygon mesh
- demonsd_miles17
- 24 posts
- Offline
Hi guys,
I'm recently stucked into this problem… i can't really figure out a solution.
I'm trying to create UVs on an animated geometry, creted by a vdb convert node.
My setup is something like this.
- i create an animation with vellum hair (i need these hairs to be the source of my vdb polygon)
- vdb from particles on that hairs
- vdb convert into polygon
I atatched a jpg
Obviously, every frame the polycount change and also the UV. Results: the entire UV for the animated geo is a mess.
I guess i should create the uv on the hairs, or something like this, before the animation starts… am i right?
If someone could show me a solution i'll be really greatefull.
Thaks
I'm recently stucked into this problem… i can't really figure out a solution.
I'm trying to create UVs on an animated geometry, creted by a vdb convert node.
My setup is something like this.
- i create an animation with vellum hair (i need these hairs to be the source of my vdb polygon)
- vdb from particles on that hairs
- vdb convert into polygon
I atatched a jpg
Obviously, every frame the polycount change and also the UV. Results: the entire UV for the animated geo is a mess.
I guess i should create the uv on the hairs, or something like this, before the animation starts… am i right?
If someone could show me a solution i'll be really greatefull.
Thaks
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