Search found 23 matches

by jesse nicodemus
Wed Nov 27, 2013 7:53 pm
Forum: Legacy
Topic: emission rate vs position variation
Replies: 3
Views: 5018

Re: emission rate vs position variation

Thank you for the information. I did find that cranking the emission rate had really good results with a relatively low hit on sim time.
by jesse nicodemus
Wed Nov 27, 2013 2:25 am
Forum: Legacy
Topic: Custom Icon
Replies: 2
Views: 3344

Re: Custom Icon

Hey Dave,

I couldn't find an equivalent command. You could write a quick python script to delete the caches that correspond to anything in your scene then put the command on a button.
by jesse nicodemus
Tue Nov 26, 2013 8:55 pm
Forum: Legacy
Topic: emission rate vs position variation
Replies: 3
Views: 5018

emission rate vs position variation

Hello I have a question about @ position variation, specifically the way higher values also increase the number of particles. Would it be possible to have control over how many extra points are being added? The way I am currently using the setting I need to turn position variation to 0. If I turn th...
by jesse nicodemus
Mon Nov 25, 2013 8:01 pm
Forum: Legacy
Topic: Foam detaching and flying across screen
Replies: 9
Views: 10610

Re: Foam detaching and flying across screen

Hello, I guess that it is a bug if there is no core particles in the center of those foam particles, can you check and confirm that? Thank you. I have been working to check all the blocks by trying everything that has been recommended. Currently running a new pass with substeps and killing the isol...
by jesse nicodemus
Fri Nov 22, 2013 7:18 pm
Forum: Legacy
Topic: Foam detaching and flying across screen
Replies: 9
Views: 10610

Re: Foam detaching and flying across screen

Good morning, Thank you for the information. I will look into some of those things. The ship in the playblast is the full res model. For the sim I am using a low res version which is a full closed shape and specifically modeled on a way that hybrido will like. After a few tests we realized that hybr...
by jesse nicodemus
Fri Nov 22, 2013 1:42 am
Forum: Legacy
Topic: Foam detaching and flying across screen
Replies: 9
Views: 10610

Re: Foam detaching and flying across screen

Hey Florian, Glad to know that substeps fixes some of it. Currently kSpeed seems to make things a little better but it is hard to nail down the right speed and I know that will not work if my objects were moving much faster. That also makes foam pop off when I would rather it stay in place in the sc...
by jesse nicodemus
Thu Nov 21, 2013 8:24 pm
Forum: Legacy
Topic: Foam detaching and flying across screen
Replies: 9
Views: 10610

Foam detaching and flying across screen

Hello, I have posted about this before but there has been no response. This afternoon I am working on getting approval to sent a playblast which will show the glitch. When parent domain particles die or spread out too much during a splash the attached foam flies left to right across the screen in a ...
by jesse nicodemus
Tue Nov 19, 2013 6:28 pm
Forum: Wish List
Topic: getNearestPointToObject for vertices
Replies: 3
Views: 12664

Re: getNearestPointToObject for vertices

Hi Jesse, Noted down for future builds. Meanwhile, you could get around by using a container with particles on those vertex positions. Should be equally fast. g-) Hey Gus, We can do that and it does work but it seemed prohibitively slow for the way I was trying to use it. I have been trying to help...
by jesse nicodemus
Thu Nov 14, 2013 2:22 am
Forum: Legacy
Topic: fly away foam
Replies: 0
Views: 4968

fly away foam

Hello, When running foam passes I am seeing a weird glitch. It looks like foam is working like particles goaled to an isomesh around the surface. I am sure there is more to it than that but the glitch looks like the same effect that happens when particles generating an isomesh start to thin out or d...
by jesse nicodemus
Wed Nov 13, 2013 11:22 pm
Forum: Wish List
Topic: getNearestPointToObject for vertices
Replies: 3
Views: 12664

getNearestPointToObject for vertices

Can we add getNearestPointToObject for vertices. It is currently only on particles. Seems like this should be an easy thing to add.