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particle tab in point sop Dec. 21, 2007, 8:13 p.m.

when you place the point sop after a pop network you're only modifying the velocity attribute the pop net created. the particle motion is not affected because this information doesn't go back up the network to the pop sop.

changing the velocity of points after a popnet does affect other things such as the way the points are motion blurred at render time. with this you can have really slow moving points appear blurred as though they were traveling very quickly, or fast moving objects that have no motion blur at all.

H9 fluids and cloth? Oct. 30, 2007, 2:31 a.m.

you can get similar interaction as with the wires by using the fluid force dop. for a quick example of the setup just load up the fluidWireInteraction help file.

Fluid Sand example Oct. 29, 2007, 6:34 p.m.

on the sop level make sure you define your starting volume by attaching an isoOffset node to your geometry and setting it up as an SDF volume, the same as you would with a fluid object.