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Mardini 2025 » Day 10 | Texture: COPS | METAL | Image

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Andrew Furlong
11 posts
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 March 10, 2025 17:27:36
This was a real fun one!
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Mardini 2025 » Day 9 | Texture: COPS | WOOD | Image

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Andrew Furlong
11 posts
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 March 9, 2025 19:21:16
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Mardini 2025 » Day 3 | Model: SOPS | ARCHITECTURE | Image

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Andrew Furlong
11 posts
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 March 3, 2025 21:47:04
This one was fun!
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Mardini 2025 » Day 2 | Model: SOPS | FURNITURE | Image

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Andrew Furlong
11 posts
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 March 2, 2025 21:21:52
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Technical Discussion » rigid body solver not respecting static objects' "v" attr

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Andrew Furlong
11 posts
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 July 27, 2024 14:14:49
Is there any reason why the rigid body solver (DOP) isn't respecting the collision point velocity? I have essentially a wrecking ball into a wall, and if I multiply up the collision's point velocity attribute, there's no change on the force of the impact.

I'm using a standard static object set to deforming, nothing special. I even tried adding it as an rbdPackedObject set to static Deforming, still no change upon point velocity increase
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Technical Discussion » Vellum Minimal Solver DOP - SDF Collision Path broken

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Andrew Furlong
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 July 21, 2024 17:47:05
20.5.278

I'm trying to use the Vellum Minimal solver in DOPS, just because I find it faster, and it's what I'm used to. Everything seems to work as expected EXCEPT the SDF collision path. When I use it, I can see the SDF get added into the vellumobject in the geometry spreadsheet, and I can visualize it when I throw a SOP solver down and view that portion of the DOPOBJECT. However, there are no collisions occurring. I seem to remember it working in previous builds of Houdini, and I'm wondering if the current production build might have broken it.
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Technical Discussion » How to set aerodynamic drag for Vellum fluid?

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Andrew Furlong
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 April 20, 2024 02:49:03
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!!!
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Technical Discussion » Vellum Fluid OpenCL error (solved)

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Andrew Furlong
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 April 19, 2024 21:24:31
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.
Edited by Andrew Furlong - April 20, 2024 02:46:25
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Technical Discussion » Vellum Fluid Collision object issues

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Andrew Furlong
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 Oct. 3, 2023 15:51:22
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?
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Technical Discussion » H12.5 FLIP query

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Andrew Furlong
11 posts
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 Aug. 10, 2013 13:15:00
awesome, just what I needed to know! Thanks a bunch dude!
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Technical Discussion » H12.5 FLIP query

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Andrew Furlong
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 Aug. 10, 2013 02:50:38
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.
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