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Technical Discussion » Fur in Crowd
- afandina
- 6 posts
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Technical Discussion » Fur in Crowd
- afandina
- 6 posts
- Offline
Hi everybody, I just want to know if its possible to make crowds with furry agents like dogs or Cats??
and should the fur be simulated with the agent (FBX) before crowd sim or it should be done inside the crowd sim??
any ideas about using fur in crowds ??
I tried the following but it didn't work:
I created fur for the original character (in the imported fbx sop) it works fine until I baked the agent, the fur not following the agent movement any more, its seems that houdini didn't bake the fur inside the agent,
any suggested workflow?
Regards…
Technical Discussion » can we achive this sim in houdini ???!!!
- afandina
- 6 posts
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thanks a lot Joker this was so helpful , sorry I just noticed your replay today ops:
thanks a lot man…
thanks a lot man…
Technical Discussion » can we achive this sim in houdini ???!!!
- afandina
- 6 posts
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Hi every body..
I tried a lot to get this thin mesh and fine detailed milk in houdini but i coudn't.. is that possible in houdini or houdini is only for the large scale sims??
link to the video:-
https://vimeo.com/29163247 [vimeo.com]
I tried a lot to get this thin mesh and fine detailed milk in houdini but i coudn't.. is that possible in houdini or houdini is only for the large scale sims??
link to the video:-
https://vimeo.com/29163247 [vimeo.com]
Technical Discussion » Small Scale Flip sim ( milk Sim )
- afandina
- 6 posts
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I am trying to sim 3 strawberries falling in milk and want to achieve a nice realistic results in “SLOW MOTION.. CLOSEUP shot”.. I tried to make the sim in normal scale but it gives ( Ocean like sim ) and when I tried to sim on small scale I got very speed particle motion and unsmooth results in meshing using VDB from particle even with hi res settings..
any advices in simulating such cases ?
any advices in simulating such cases ?
Technical Discussion » Low res flip sim changes a lot if turned ti hi res
- afandina
- 6 posts
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Hi every body!
I have a weird problem in flip simulations.. during tests when I using high particle separation ( low res sim ) , I set every thing to give me the nice sim I want.. then when I am happy with the results I want to up res the sim, so I increase the res ( decrease the particle separation ) .. but the results are weird .. every thing changes .. (like: you may have higher splashes).. and its hard to do the primary test on high res sim .. its become so slow .. and this happens also when you try to sim in a slow motion.. it gives different results not like the normal speed sim..
is that a common thing?
and is there any ideas to mach the end results ( hi res sim) with the tests (low res sim)?
I have a weird problem in flip simulations.. during tests when I using high particle separation ( low res sim ) , I set every thing to give me the nice sim I want.. then when I am happy with the results I want to up res the sim, so I increase the res ( decrease the particle separation ) .. but the results are weird .. every thing changes .. (like: you may have higher splashes).. and its hard to do the primary test on high res sim .. its become so slow .. and this happens also when you try to sim in a slow motion.. it gives different results not like the normal speed sim..
is that a common thing?
and is there any ideas to mach the end results ( hi res sim) with the tests (low res sim)?
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