Andrea Sbabo

Andrea Sbabo

About Me

Expertise
VFX Artist
Location
Italy

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Recent Forum Posts

Creatures April 16, 2019, 8:08 a.m.

Cooool! Nice stuff.
I would add just a little bit of randomness in the fur direction. In some places the fur looks a little bit too straight and perfect.. or maybe it could be that they take care or their appearance

Seriously, just personal taste

How to use the paint node March 11, 2019, 12:36 p.m.

Once you have the paint node selected and displayed, go in the toolbar on the left of the screen where there are several icons.
Between the other icons there are also the move, rotate and scale icons. You need to select the icon called “Show Handle”.

An alternative is to use the shortcut for this “show handle” which is pressing Enter with the cursor in the viewport.

How to get rid of mesh skipping in Flip Fluid simulation? March 11, 2019, 12:30 p.m.

I took a quick look at your scene. I don't have the chance to try to sim it right now but..

As you probably already know, this happens during the mesh processing. That's because of the pscale of the particles and the influence scale.

For what I know, more or less is like this. If the distance between a group of particles is less than particle separation * influence scale, they are going to be considered as part of the same “mesh”. If they are more far than that (plus some other factors), they are going to be separated drops after the meshing.

This popping is probably caused because of your particle radius scale in your flipobject. Being less than 1 it's meshing this particles just when they are close enough to each other, causing this issue. If the particles are too much isolated they are not meshed.

If this is not working, an alternative could be:
- run a post-process on the flip simulation, cleaning the not desired particles using the droplet attribute
- check, inside a SOP solver running through the full timeline, which particles are going to cause this issue (for example testing the count of near points inside a certain radius), deleting them and then meshing.