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Hey! Here's part II for the Flex Solver: make some flow fields and learn how to override default fluid behavior to make a particle sim

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Nvidia Flex Solver - part II (Touchdesigner tutorial)

Part I: https://youtu.be/0ym50KEXi48 In this tutorial, I'm gonna try my best to explain how you can override the basic flex solver setup to get some beautiful flow fields Get project file and support the channel: https://www.patreon.com/noonesimg Check out my Instagram for regular updates: https://www.instagram.com/noonesimg/ Check out my other tutorials: https://www.youtube.com/playlist?list=PLn-pOdjnH5ZZvVRUedrO4vSuZ83hx2E1b

Comments

Anonymous

hi, amazing stuff here :), I was wondering if there is a way to avoid the use of the sprinkle operators since my free updates are ended last summer so I don't have the now OP. Thanks

noonesimg

Hey, thanks! Tbh, the only proper way to substitute the sprinkle operator is to use script SOP, and scatter points on polygons on your own. Tho, there's a workaround if you just want to get more points. You can use a fit TOP -> blur after the ChopToTop operator. That allows you to control the number of points by changing the fit TOP resolution. It's not ideal, but still usable :)