Wave-Curl Compound by Werner Ziemerink

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Wave CurlAuthor: Werner Ziemerink
Version 2.0. This compound uses Nulls to control and create the wavy deforms. The nulls can be scaled to stretch the wave out or bulge them into more toon-like waves. I put a scene together, and left the compound open for people to explore. Take note that the ICE tree should be under post-simulation. Works nicely in conjunction with Amaan Akram's aaOcean Suite.

local backup: Wave_Curl_2.xsicompound

EricTRocks
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Re: Wave-Curl Compound by Werner Ziemerink

Post by EricTRocks » 08 Feb 2012, 12:15

Can't seem to download it. :\
Eric Thivierge
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Hirazi Blue
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Re: Wave-Curl Compound by Werner Ziemerink

Post by Hirazi Blue » 08 Feb 2012, 13:00

You're right, wrong/faulty URL, please try it now... ;)
...

EricTRocks
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Re: Wave-Curl Compound by Werner Ziemerink

Post by EricTRocks » 08 Feb 2012, 14:07

Working great! Love the changes!
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Werner
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Re: Wave-Curl Compound by Werner Ziemerink

Post by Werner » 13 Feb 2012, 12:53

Cool, Big thanks to Jonatha Hau Yoon for making this small change for me.

Does anyone know how to update stuff on rray.de?

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Hirazi Blue
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Re: Wave-Curl Compound by Werner Ziemerink

Post by Hirazi Blue » 13 Feb 2012, 12:55

Send him (rray) a "private message" here... ;)
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Werner
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Re: Wave-Curl Compound by Werner Ziemerink

Post by Werner » 13 Feb 2012, 13:16

Thanks.

I just went to the rray website and saw that hemade the update already. Thanks rray!

barbapapa
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Re: Wave-Curl Compound by Werner Ziemerink

Post by barbapapa » 12 Dec 2012, 18:13

Hi when using the wave curl compund over aaOcean (im putting the ice tree in post simulation as instructed) it flattens out the tessendorf waves.. Are you guys running into this problem aswell? Im not really experiencend in ice and i tried to poke around but without success, any idea on how to fix this?

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Re: Wave-Curl Compound by Werner Ziemerink

Post by Werner » 12 Dec 2012, 21:39

Hi barbapapa,

The quickest way to make it work with aaocean, is to go into the wave curl compound and connect the y between the 3D Vector to Scalar - Scalar to Vector.

That section checks if the points on the mesh are below or equal to 0. If yes, then it moves them to 0. This helped to get rid of the dip that was created by the wave curl.

I need to find some time to make this work better.

Let me know if it helped.

Regards
Werner

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