Search found 32 matches
- Thu Oct 27, 2016 10:32 pm
- Forum: Legacy
- Topic: different prefix
- Replies: 1
- Views: 10247
Re: different prefix
So what I did was just clear the prefix and set the full path name in Export Central. Not a fix but it did let me load the previous sim and cache out a new one for comparison. An option to ignore the prefix and take an explicit name would be useful for this situation. That way the current sim can st...
- Thu Oct 27, 2016 5:17 pm
- Forum: Legacy
- Topic: different prefix
- Replies: 1
- Views: 10247
different prefix
Is there a way to load a cache with a difference prefix name than what is currently set in "File Name Options..." For example, I am generating a new Dyverso sim named "pool", it has the current prefix "t05_" so the rpc files look like "t05_pool_00001.rpc". Would like to compare it to the previous ve...
- Tue Oct 25, 2016 9:16 pm
- Forum: Legacy
- Topic: Random Numbers
- Replies: 5
- Views: 15357
Re: Random Numbers
that outputs two sets of random numbers, i just need to know how to plug these values into a null's x and y position now :D These are the graph nodes you might be interested in: *Conversion/Vector3FromComponents *Scene Node/GetObject Scene Node/GetTransformation *Scene Node/SetTransformationFromCom...
- Tue Oct 25, 2016 5:49 pm
- Forum: Legacy
- Topic: Help with liquid crawling up figure's face effect
- Replies: 1
- Views: 11299
Re: Help with liquid crawling up figure's face effect
Start by working on that model. Make it one surface, not different pieces bunched together, make sure its correct: no bad polys, no seams, no overlaps , normals uniform and pointing out, and that it matches your reference ! You have no hope of getting the footage and the effect to comp if the model ...
- Tue Oct 25, 2016 5:00 pm
- Forum: Legacy
- Topic: Couple of issues
- Replies: 2
- Views: 11079
Re: Couple of issues
No idea what is up with your mesher... not familiar with C4D. However the offset from the cube floor is probably from the volume settings (which creates the isosurface that does the actual colliding) which need to be finer. Is there a "cell size" setting somewhere in there? ...lower it.
- Tue Oct 25, 2016 4:39 pm
- Forum: Legacy
- Topic: MORPHING PROBLEM PLS HELP
- Replies: 6
- Views: 14822
Re: MORPHING PROBLEM PLS HELP
Not a whole lot of info on your set up here... but did you animate the forces on your magic daemons in the proper sequence? If so Oldcode's idea isn't far off. You could load the first (A->B) sim with a binary loader, release after it finished the first morph then magic that to the third shape, repe...
- Tue Oct 25, 2016 4:19 pm
- Forum: Legacy
- Topic: Realflow 2015 Dyverso issue
- Replies: 2
- Views: 11623
Re: Realflow 2015 Dyverso issue
First off I would not use shell as the bottle collider since it looks like it is modeled with thickness, that is it has an inside and an outside, so use solid inside (provided the normals are correct) and then tweak the settings to get the cleanest closest volume for the surface. You can show the is...
- Mon Oct 24, 2016 11:19 pm
- Forum: Legacy
- Topic: Dyverso masks
- Replies: 0
- Views: 11061
Dyverso masks
Trying to capture the subset of dyverso particles that intersect an objects bounding box, with cached dyverso particles plugged into a ParticleGetChannel node to get the particle positions which are then plugged into a BoxIsPointInside to generate a mask for the dyverso particle array. Looking at th...
- Thu Aug 25, 2016 7:35 pm
- Forum: Legacy
- Topic: RealWave is incoherent
- Replies: 2
- Views: 11294
Re: RealWave is incoherent
So I have the RW Object Splash emitter hooked up and working, but I do not see any SPH - RW Particle Interaction options! Shouldn't they be on the RW_Object_Splash emitter? How do I control the particle behavior relative to the RW surface, like having them float or kill ones that go too deep? On a s...
- Thu Aug 25, 2016 6:58 pm
- Forum: Legacy
- Topic: RealWave is incoherent
- Replies: 2
- Views: 11294
Re: RealWave is incoherent
The cache data is rendered incoherent when I connect a RW_ObjectSplash SPH node to the RW object. When I disconnect it the warning goes away. So that is good, but how do I connect the nodes in order to get my boat to emit waterline particles? I don't want to resim the RW surface, just reference it f...