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.
Masking forces in dops
1816 3 0- Andi Farhall
- Member
- 121 posts
- Joined: Feb. 2014
- Offline
- tamte
- Member
- 8730 posts
- Joined: July 2007
- Offline
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:
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
FX Supervisor
Method Studios, NY
- Andi Farhall
- Member
- 121 posts
- Joined: Feb. 2014
- Offline
- absudario
- Member
- 3 posts
- Joined: Oct. 2021
- Offline
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.
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.
-
- Quick Links