HI!!! Thanks for this amazing tutorial, its so awesome, I was just wondering If I may ask, how did you give te cristal a material? Ive been trying for hours, creating UVs, groups, after de vdb combine with a cristal material but it dosent work, It turns dark the object Thank yo so much in advance!^^
Thanks for another great tutorial :-) I am still a beginner, so I was just wondering why you have used the peak node in the end instead of just dilating the result a bit more to maintain the processed point cloud to be bigger than the original one. Isn´t another extra node making the calculation time go up? I think you know what you are doing (certainly :-D ) But I was just wondering
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it is awesome tutorial ofcourse we cannot do it by ourself because of so confused VEX parameters thank you alot
@@PickDish If you want noised points, I would do it after you've scattered the points. This should allow you to apply noise and perhaps animate the offset if you so wanted before the solver. If you did animate your offset, you may need to tweak the solver to be able to handle deforming geo.
Tried another method and got the result I was sort of looking for. After the growth, I coverted the volume to a mesh then added noise then back to VDB to combine it with the source mesh. I had the advantage of using the easy to uderstand Mountain node for more control.
Hi. At some point you mention using the average value of the summed up infected points. I can't understand why you are using the average value and not just the accumulate value that has been gathered. Could you please clarify that bit. Would be a great help. Thanks in advance :)
this is done in order to keep it normalized and realistic both , meaning if you will take just the accumulated value then it will go beyond 1, which we dont want, so to keep it below 1 we have taken the average, but this vex method is not needed anymore , you can simply take pyro spread node to simulate a very good infection also with some inbuilt noise options. Infact i guess entagma has a very good tutorial on pyrospread which is very simple to understand
Each time i see one of your tutorial, i run to my pc full of good vibe and i start to do things and i feel good!! Thanks for what you share!!! 🎉😊
Amazing! Subscribed! Please make more content like this
Great couple , great tutorial
HI!!! Thanks for this amazing tutorial, its so awesome, I was just wondering If I may ask, how did you give te cristal a material? Ive been trying for hours, creating UVs, groups, after de vdb combine with a cristal material but it dosent work, It turns dark the object
Thank yo so much in advance!^^
Thanks!
Thanks for another great tutorial :-)
I am still a beginner, so I was just wondering why you have used the peak node in the end instead of just dilating the result a bit more to maintain the processed point cloud to be bigger than the original one. Isn´t another extra node making the calculation time go up?
I think you know what you are doing (certainly :-D ) But I was just wondering
it is awesome tutorial
ofcourse we cannot do it by ourself because of so confused VEX parameters
thank you alot
talk for yourself
i do it on myself, just don't be distracted man, in VEX all matter, even a space.
use vops pcopen
How could i add some noise to the points?
Thank you!
have you tried using a point vop and turb noise?
@@silenttrekkie8076 would you wire between the 'growth solver' wrangle and the switch groups wrangle node inside the SOP solver?
@@PickDish If you want noised points, I would do it after you've scattered the points. This should allow you to apply noise and perhaps animate the offset if you so wanted before the solver. If you did animate your offset, you may need to tweak the solver to be able to handle deforming geo.
Tried another method and got the result I was sort of looking for.
After the growth, I coverted the volume to a mesh then added noise then back to VDB to combine it with the source mesh. I had the advantage of using the easy to uderstand Mountain node for more control.
im not sure this works on 18.5.499, im not getting any result :/
how to make the infection not spherical but noisy?
use pyrospread node to make the entire infection system instead of tricky vex, that is very simple with some inbuilt noise options.
Hi. At some point you mention using the average value of the summed up infected points. I can't understand why you are using the average value and not just the accumulate value that has been gathered. Could you please clarify that bit. Would be a great help. Thanks in advance :)
this is done in order to keep it normalized and realistic both , meaning if you will take just the accumulated value then it will go beyond 1, which we dont want, so to keep it below 1 we have taken the average, but this vex method is not needed anymore , you can simply take pyro spread node to simulate a very good infection also with some inbuilt noise options. Infact i guess entagma has a very good tutorial on pyrospread which is very simple to understand
It's a bit hard for me to understand 😸 I've to rewatch and practice
Hmmm....do you realize that you were basically explaining virus contraction EXACTLY at the time SARS Cov 2 was arising? surely a coincidence, but wow!
As usual, reat tutorial...