Okay maybe this isn't clear?
In the scene attached I have a flip fluid sim with a barrel-esque model that I made whilst learning flip fluids. The model has inherited the movement of the waves and as such it shifts around the waves as they move.
I understand how to make that happen here since inside the EMIT node I created I've copied a normal back into the barrel after using the embed in fluid tool.
My query is, if I'm not using a flip fluid tank but instead using a wave layer sim. How do I go about it there? Do I still use merge object to fluid and then go about making it ride on the waves like the barrel's EMIT node? Whenever I try that once I've set a dopimort told it to fetch geo from the dop netowork which I have set as my wavetanklayer sim then houdini just crashes?
please someone help!
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Houdini Indie and Apprentice » H14 - Making Object Inherent the movement of the waves
- Kamal Shaddad
- 4 posts
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Houdini Indie and Apprentice » H14 - Making Object Inherent the movement of the waves
- Kamal Shaddad
- 4 posts
- Offline
Hey all,
So I have done some tutorials here and on Digital Tutors and decided to have a mess around with the Ocean FX tab. My aim was just to use the wave layer and to have the boat that I have gotten from the tutorials roll around and move through the waves.
The issue I'm having is getting the boat to adopt the motions of the wave. Whenever I did this with flip fluids I would have object merged the object in a separate node, created a new normal into the dopimport that would inherit the movement of said waves and then copy that back into the object. In following that same train of thought I attempted it but I can't get it to work?
Even though the wavetanklayer_sim is basically a DOP network does it count as one? Do i need to use another node other than dopimport in the emit (which you can find in the project file below) or have I just configured it wrong?
Any help would be most welcome!
So I have done some tutorials here and on Digital Tutors and decided to have a mess around with the Ocean FX tab. My aim was just to use the wave layer and to have the boat that I have gotten from the tutorials roll around and move through the waves.
The issue I'm having is getting the boat to adopt the motions of the wave. Whenever I did this with flip fluids I would have object merged the object in a separate node, created a new normal into the dopimport that would inherit the movement of said waves and then copy that back into the object. In following that same train of thought I attempted it but I can't get it to work?
Even though the wavetanklayer_sim is basically a DOP network does it count as one? Do i need to use another node other than dopimport in the emit (which you can find in the project file below) or have I just configured it wrong?
Any help would be most welcome!
Houdini Indie and Apprentice » Struggling with Particles would like some help
- Kamal Shaddad
- 4 posts
- Offline
Okay so after slogging through this forum I found the answer that rather than making my grid or object static, I should have use the Terrain SOP.
Now my question is, why is it that terrain generates a bouncing effect from the particles when static doesn't?
Now my question is, why is it that terrain generates a bouncing effect from the particles when static doesn't?
Houdini Indie and Apprentice » Struggling with Particles would like some help
- Kamal Shaddad
- 4 posts
- Offline
Hey all!
So I'm teaching myself houdini and I've reached a bit of an impasse. I used Digital Tutors and the great Peter Quint but the issue that keeps screwing me over is in regards to how Houdini 14's particle work flow is different to the old ones.
All the tutorials are based around houdini 9 and they way they set up particles is naturally different to how we are meant to do it now.
My main issue is this; say I use the shelf tab particles from location and then i place a grid. If I then want to use a collision detect node so that the particles will bounce off the grid, I set it up but the particles NEVER react. I even change the grid to a static object and nothing comes of it. I mess around with all the settings and I can't get it to work. I've attached a file showing an example.
if I then try and follow their workflow by using the old popnet node when it comes to collision time i get the error no particle system exists please make a particle system.
It's driving me up the wall. I feel I can't learn loads of tutorials because I'm unable to follow them with houdini 14.
I'm new so am I just being dumb? Is there something I'm missing? Hell I went to quickly make rain following a sidefx word doc tutorial and that too was using the old workflow despite it saying how to do it in houdini 14.
Any help or explanation would be much appreciated. You can treat me like a five year old if it helps!
Thanks for taking the time to help!
So I'm teaching myself houdini and I've reached a bit of an impasse. I used Digital Tutors and the great Peter Quint but the issue that keeps screwing me over is in regards to how Houdini 14's particle work flow is different to the old ones.
All the tutorials are based around houdini 9 and they way they set up particles is naturally different to how we are meant to do it now.
My main issue is this; say I use the shelf tab particles from location and then i place a grid. If I then want to use a collision detect node so that the particles will bounce off the grid, I set it up but the particles NEVER react. I even change the grid to a static object and nothing comes of it. I mess around with all the settings and I can't get it to work. I've attached a file showing an example.
if I then try and follow their workflow by using the old popnet node when it comes to collision time i get the error no particle system exists please make a particle system.
It's driving me up the wall. I feel I can't learn loads of tutorials because I'm unable to follow them with houdini 14.
I'm new so am I just being dumb? Is there something I'm missing? Hell I went to quickly make rain following a sidefx word doc tutorial and that too was using the old workflow despite it saying how to do it in houdini 14.
Any help or explanation would be much appreciated. You can treat me like a five year old if it helps!
Thanks for taking the time to help!
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