hello everyone,
I am wondering if anyone knows how to simulate self friction between particles without using flip solver. I am doing sand and I would like some particles to stick together like sand but using pop, I don't know how I can control that. Friction parameter on PoP property node seems to work with collision only and there are no viscosity parameter. There is one sand microsolver but it's for fluid only too. I can't find any info online about that
Thanks for help
self friction
3174 5 1- Richard Lim
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- Jack.N
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I think your meant is Self Collision , right ?
Same discussion here :
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=163002#163002 [sidefx.com]
Same discussion here :
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=163002#163002 [sidefx.com]
- Sadjad Rabiee
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Jack.N
I think your meant is Self Collision , right ?
Same discussion here :
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=163002#163002 [sidefx.com]
Ha Ha Ha
That's exactly same thing that you asked before Jack , right !?
- Jack.N
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- Richard Lim
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- 14 posts
- Joined: Sept. 2013
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- Richard Lim
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- 14 posts
- Joined: Sept. 2013
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I have been wanting to do a sand simulation but I am a bit concerned about the workflow. Would you guys use pop or flip solver to sim sands falling from a tree branches ?
I have been trying with popsolver without any great success so far…Too even and looks meh…
Is flip solver more appropriate to do this kind of thing ? I want that dripping effect from the branches as if the tree is emerging from a sand ground but how would you emit particles ?
I used a paint SOP to paint emissions and constantly emitting until a certain point but it is clearly apparent and probably not the best solution. I used Pop solver for that.
I have attached a preview image of the tree model. As you can see, the branches are very thin so a volume collision would be very heavy and I had to increase the uniform scale to 2000 to get proper collision and get the end of the branches….I guess that's not a good option…Seems like flip solver does not collide very well with very thin shape…
Any advices or kind of setup is welcome
Again thanks people
Still noob in houdini. Just wanting to get the best approach to it as I am kinda stuck here.
I have been trying with popsolver without any great success so far…Too even and looks meh…
Is flip solver more appropriate to do this kind of thing ? I want that dripping effect from the branches as if the tree is emerging from a sand ground but how would you emit particles ?
I used a paint SOP to paint emissions and constantly emitting until a certain point but it is clearly apparent and probably not the best solution. I used Pop solver for that.
I have attached a preview image of the tree model. As you can see, the branches are very thin so a volume collision would be very heavy and I had to increase the uniform scale to 2000 to get proper collision and get the end of the branches….I guess that's not a good option…Seems like flip solver does not collide very well with very thin shape…
Any advices or kind of setup is welcome
Again thanks people
Still noob in houdini. Just wanting to get the best approach to it as I am kinda stuck here.
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