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Technical Discussion » How to set aerodynamic drag for Vellum fluid?
- Andrew Furlong
- 5 posts
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yeah, for vellum fluid, I crank on pop drag force. Especially when I wanna accentuate the effect of viscous fluids... Which vellum handles so effortlessly I might add!!!
Technical Discussion » Vellum Fluid OpenCL error (solved)
- Andrew Furlong
- 5 posts
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I'm trying to cache a fairly simple vellum fluid sim, and my cache stops prematurely and when I go into the DOPnet to ascertain the issue, I see the following error...
Error
vellumobject1 - /obj/JP_rippleSim/dopnet1/vellumsolver1/graph_color_constraints: Error: Invalid source /obj/JP_rippleSim/dopnet1/vellumsolver1/graph_color_constraints/geometry.
(Error: vellumobject1 - /obj/JP_rippleSim/dopnet1/vellumsolver1/ocl_neighborsearch_fluid: Error: /obj/JP_rippleSim/dopnet1/vellumsolver1/ocl_neighborsearch_fluid/neighborsearchcl1: NaN detected in particle position.).
I have an nVidia RTX 4090 Driver 551.86
Houdini Indie 20.0.672
This is for a deadline, and I'd really love to fix this because vellum fluids are awesome, and the only solution I can think of to get this delivered.
**SOLVED**
updated to the latest nvidia driver, there was one this week.
Error
vellumobject1 - /obj/JP_rippleSim/dopnet1/vellumsolver1/graph_color_constraints: Error: Invalid source /obj/JP_rippleSim/dopnet1/vellumsolver1/graph_color_constraints/geometry.
(Error: vellumobject1 - /obj/JP_rippleSim/dopnet1/vellumsolver1/ocl_neighborsearch_fluid: Error: /obj/JP_rippleSim/dopnet1/vellumsolver1/ocl_neighborsearch_fluid/neighborsearchcl1: NaN detected in particle position.).
I have an nVidia RTX 4090 Driver 551.86
Houdini Indie 20.0.672
This is for a deadline, and I'd really love to fix this because vellum fluids are awesome, and the only solution I can think of to get this delivered.
**SOLVED**
updated to the latest nvidia driver, there was one this week.
Edited by Andrew Furlong - April 20, 2024 02:46:25
Technical Discussion » Vellum Fluid Collision object issues
- Andrew Furlong
- 5 posts
- Offline
Hello all!
Using vellum fluids to sim some blood (super amazing solver), however, I've noticed that vellum uses surface based collision detection vs. volume based. If I birth fluid on a moving object, after it's initial velocity inheritance, it doesn't seem to inherit the velocity of the collision object. I end up having to create a popwrangle that transfers velocity from the closest surface, which doesn't seem as intuitive as say, flip, where it'll automatically grab the collision object's velocity. Is this the case? Or is there a phantom function somewhere I'm not seeing?
Using vellum fluids to sim some blood (super amazing solver), however, I've noticed that vellum uses surface based collision detection vs. volume based. If I birth fluid on a moving object, after it's initial velocity inheritance, it doesn't seem to inherit the velocity of the collision object. I end up having to create a popwrangle that transfers velocity from the closest surface, which doesn't seem as intuitive as say, flip, where it'll automatically grab the collision object's velocity. Is this the case? Or is there a phantom function somewhere I'm not seeing?
Technical Discussion » H12.5 FLIP query
- Andrew Furlong
- 5 posts
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Technical Discussion » H12.5 FLIP query
- Andrew Furlong
- 5 posts
- Offline
If I have a standard FLIP particle system from which I created using the emit particles shelf tool, to what node inside the particle_fluid obj do I attach a ROP output driver in order to geocache my sim while retaining all the necessary channels to create a whitewater sim?
Thank you for your help and I apologize in advance for the “newbiness” of the question. I'm really trying to gain some houdini traction and these little hiccups are really hindering my learning progress.
Thank you for your help and I apologize in advance for the “newbiness” of the question. I'm really trying to gain some houdini traction and these little hiccups are really hindering my learning progress.
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