The scene is an animated fire hose that sees a house plant on fire and hops over to put it out. In the example I am showing here, the domain for the liquid does not intersect the domain for the fire+smoke just to simplify, but eventually, my plan is for the water to spray onto the burning plant.
The domain for the liquid does not disappear when baked, and no water emits from the cylinder. The water-emitting cylinder is parented to the armature with automatic weights. It is not actually inside the domain until it is time for it to emit water. Flow is key-framed to be off until the cylinder is inside the domain. The hose nozzle is set as a collision-type effector but for now, the water emitter is all the way at the tip of it. I cannot post images inline yet so here are some links.
1 full screen shot
2 flow physics
3 domain physics 1
4 domain physics 2
5 effector physics
Any ideas why I am not getting any water?
Related
I'm planning on showing my sound work for a show, I'm just wondering if it's possible to control the lights getting darker and brighter slowly?
It starts from the pitch black at the beginning, and getting brighter and darker, and it turned back to pitch black at the end of sound.
I have no experiences about it.
If you're using the Hue API to change the state of a light or of a group of lights (links require you create a free Hue developer account to access), you can set a transitiontime property. This will cause the light to smoothly transition from its current state to the chosen state over that time period. This way you'd only need to send commands to the lights when you want them to start a new transition.
Note however that you will have trouble doing a transition from complete darkness: the lowest brightness for Hue bulbs is nowhere near pitch black, so you'd notice the jump from "off" to "brightness 1".
There is also a second Entertainment API that supports streaming light changes (i.e. up to about 10 times a second) rather than relying on transitions. This is somewhat more involved though.
I simply want to be able to see things inside my glass tube including fluid. A little like this video.
Currently, the glass is reflective yet opaque, like a mirror. This is the tube in wireframe, you can clearly see the liquid and inflow object inside. However, rendered, they are both hidden. You can see I used the glass BSDF shader.
I seem to also be having issues getting my liquid to be a mesh instead of rainbow dots but I think that's a separate problem and doesn't explain why my glass is opaque?
Thanks in advance,
Yosef
There are a number of things that could be the issue here but I'll provide some insight on some of the most likely culprits. This could be caused by:
If you're using Cycles to render, make sure that the number of bounces for transparent and translucent materials is at least 2, otherwise the glass would render as black.
Make sure the lighting in your scene is rendering as intended, as insufficient light or a poorly placed camera can make glass look just like a mirror surface.
Similarly, check the material properties of the liquid inside the tube. If the liquid is being rendered as black/opaque, it's also possible that it is causing the tube to act as a mirror.
These possible causes all assume that the materials are set up correctly - and it would be easier to help diagnose the problem with a little more information on your material setup (the nodes), the rendering engine you're using (Cycles, Eevee, etc.), and information about the lighting in your scene.
You go
Step 1 material tab
Step 2 principled BSDF
Step 3 turn transmission up to 1
Step 4 render properties tab
Step 5 tick screen space reflection
Step 6 drop down and tick refraction
Step 7 material tab
Step 8 scroll down and tick screen space refraction
Step 9 turn roughness down to 0 to make it clearer.
I am currently struggling with the following problem:
I am creating a Sprite Kit game in Objective-C, in which I have to use a parallax-animation in all 3 scenes. I use clouds with randomly generated X and Y positions. They appear in the greeting scene, in the game scene and in the highscore scene.
Problem: whenever I switch from one scene to another, I have to restart the parallax-animation, which leads to an messy interruption.
What might be the best strategy to keep the "cloud scene" running all the time in the background, no matter how many times you switch between the game scenes?
Thanks in advance.
For this purpose, consider using only one scene and for each game theme (i.e greeting, game, highscore) use an SKNode which will contain the required elements for its purpose (e.g. the greeting node will have its greeting elements).
This way you can easily keep a "constant" SKNode (i.e. add it once to the scene when the game is first loaded) which will contain your parallax clouds and add/remove required node for the greeting game and highscore when necessary
Suppose there there is a scene as follows:
There is a scene with the same size as the frame of the device. The scene has a red ball, which is able to move throughout the 'world'. This world is defined by black and white areas, where the ball is ONLY able to move in the area that is white. Here is a picture to help explain:
Parts of the black area can be erased, as if the user is drawing with white color over the scene. This would mean that the area in which the ball can be moved is constantly changing. Now, how would one go about implementing a physicsBody for the an edge between the white and black areas?
I tried redefining the physicsBody every time it is changed, but once the shape becomes complex enough, this isn't a viable solution at all. I tried creating a two-dimensional array of 'boxes' that are invisible and specify whether most of the area within each box is white or black, and if the ball touched a box that was black, it would be pushed back. However, this required heavy rendering and iterating over the array too much. Since my original array contained boxes a little bigger than a pixel, I tried making these boxes bigger to smooth the motion a little, but this eventually caused part of the ball to be stopped by white areas and appear to be inside the black area. This was undesired, since the user could feel invisible barriers that they seemed to be hitting.
I tried searching for other methods to implement this 'destructible terrain' type scene, but the solutions that I found and tried were using other game engines. To further clarify, I am using Objective-C and Apple's SpriteKit framework; and I am not looking for a detailed class full of code, but rather some pseudo-code or implementation ideas that would lead me to a solution.
Thank you.
If your deployment target is iOS 8, this may be what you're looking for...
+ bodyWithTexture:alphaThreshold:size:
Here's a description from Apple's documentation
Creates a physics body from the contents of a texture. Only texels
that exceed a certain transparency value are included in the physics
body.
where a texel is a texture element. You will need to convert an image to the texture before creating the SKPhysicsBody.
I'm not sure if it will allow for a hole in the middle like your drawing. If not, I suspect you can connect two physics bodies, a left half and a right half, to form the hole.
i am trying to interface a cheap LCD panel to BBB
so basically i am making my own LCD7 cape but without the EPROM & I2C stuff
and till now i have succesfully wrote a device tree overlay , loaded it, and fried a LCD panel well ...without any smoke.
the problem is after checking the LCD7 made by circuitco i noted this IC between the beagle and the LCD :
74AVC32T245
i dont really understand why its there
here is the opensource design of LCD7 cape the transducer is at page 21
http://www.openhacks.com/uploadsproductos/beaglebone-lcd7-reva2-srm.pdf
any help regarding out to interface LCD panels is very appresiated
on page 20 of that document, section 5.2.2: Non-Inverting Bus Transceiver explains everything. The chip is meant for voltage level translation, just in case the LCD and the MCU operate at different levels. But in the BeagleBone LCD7 Cape, no translation is required. So its just a buffer, I don't think it should matter in the code implementation. It does say "its two power rails are both 3.3V" So you should observe that.