Masking forces in dops

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Hi,

I'm trying to get more art direction into some flip sims and I want to mask or blend off the effects of things like gravity, pop forces etc. I've managed to hook up mask field to a sop sdf to affect gravity, but things like pop wind won't work in that instance.

I tried a solver sop multiplying the popwind amplitude by the length of the velocity and again it does something but I've not found a way of visualizing exactly what that's doing.

Any suggestions as to how people localise forces or effects in dops, or visualise those things would be cool.

cheers,

A.
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you can use vexpressions to mask them in any way you need, by sampling the volume of any geo based on Inputs tab from attrib or any other way imaginable that VEX allows

I personally like to have separate upstream POP Wrangle to create @mask attribute
and then use it in any vexpression of POP forces I want to use that mask for

like in POP wind you can then do:
airresist *= f@mask;
Tomas Slancik
FX Supervisor
Method Studios, NY
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Hi Tomas,

I used a sop solver to group some points and set the mask attr, then under the pop wind used the multiply wrangle, works a treat. Much to experiment with still.



cheers,

A.
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I am trying to look on the docs and over the internet for the solution of a similar question, which is, I am using a @mask attribute to work on a POP wind, but this node allows VEX to execute by toggling "Use VEXpressions". How do you mask a GAS force?

I have particles moving up on Y, and wanted the gas force to act on these forces in a gradient fashion, where particles on max height would be more affected than those particles on the bottom.
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