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Technical Discussion » flip integration
- Richard Lim
- 14 posts
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Technical Discussion » flip integration
- Richard Lim
- 14 posts
- Offline
Hello guys,
I need to integrate a flip sim on an ocean surface but I don't know where to start. Basically, I use flip for splashes and ocean spectrum to take care of the static parts.
I have done ripple sim with the ripple solver and I ray the sim on a still plane. I then applied a spectrum to get waves. Now I am trying to integrate my patch of flip sim into the surface. That's where I am struck . How to match position between my spectrum and the edges of my flip sim ? Also I am wondering if I doing it right siming ripples before the splashes.
Any help would be welcome
Thanks
I need to integrate a flip sim on an ocean surface but I don't know where to start. Basically, I use flip for splashes and ocean spectrum to take care of the static parts.
I have done ripple sim with the ripple solver and I ray the sim on a still plane. I then applied a spectrum to get waves. Now I am trying to integrate my patch of flip sim into the surface. That's where I am struck . How to match position between my spectrum and the edges of my flip sim ? Also I am wondering if I doing it right siming ripples before the splashes.
Any help would be welcome
Thanks
Technical Discussion » self friction
- Richard Lim
- 14 posts
- Offline
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.
Technical Discussion » self friction
- Richard Lim
- 14 posts
- Offline
wow…I don't understand how I have managed to avoid his topic….shame on me..
Thanks guys
Thanks guys
Technical Discussion » self friction
- Richard Lim
- 14 posts
- Offline
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
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
Technical Discussion » sticking and clinging particles H13
- Richard Lim
- 14 posts
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Technical Discussion » sticking and clinging particles H13
- Richard Lim
- 14 posts
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awesome thank you
But how would you do when your particles is already sticking to your surface at the beginning of the frame range and begin sliding after certain frame ?
I am using POP collision behavior with response mode to sticky but when I disable activation or change response to slide, some particles are disappearing.
I am scattering points on a surface and use these points for emission to stick to the surface so they are sticking to the surface with to the POP collision behavior node
Thanks
But how would you do when your particles is already sticking to your surface at the beginning of the frame range and begin sliding after certain frame ?
I am using POP collision behavior with response mode to sticky but when I disable activation or change response to slide, some particles are disappearing.
I am scattering points on a surface and use these points for emission to stick to the surface so they are sticking to the surface with to the POP collision behavior node
Thanks
Technical Discussion » sticking and clinging particles H13
- Richard Lim
- 14 posts
- Offline
Hello everyone,
Houdini 12 POP property had an attribute called cling which enabled us to control the sliding behavior of the particles.
However, this attribute cling in Houdini 13 POP property version does not exist anymore.
Any way to use the cling attribute in H13 version ?
I would like to make the particle stick until a certain point and then slide or fall. I have tried keying the response in collision behavior but no luck out there. Particles are fading away. It seems like we can't change response mode like that
Thanks
Houdini 12 POP property had an attribute called cling which enabled us to control the sliding behavior of the particles.
However, this attribute cling in Houdini 13 POP property version does not exist anymore.
Any way to use the cling attribute in H13 version ?
I would like to make the particle stick until a certain point and then slide or fall. I have tried keying the response in collision behavior but no luck out there. Particles are fading away. It seems like we can't change response mode like that
Thanks
Houdini Indie and Apprentice » Houdini Flip best approach workflow
- Richard Lim
- 14 posts
- Offline
Hello guys,
I am looking for an efficient and quick approach to sim a collision between multiple islands and water. Everything is fine with one shape, I got a nice sim and whitewater included. Now, problem is I have a lot of this shape moving on the water…
I am afraid the sim would take very long and feels like it is not the proper workflow to just scale the tank and sim the whole thing. Any ideas would be helpful. I am looking for the best approach to do that.
Thanks
I am looking for an efficient and quick approach to sim a collision between multiple islands and water. Everything is fine with one shape, I got a nice sim and whitewater included. Now, problem is I have a lot of this shape moving on the water…
I am afraid the sim would take very long and feels like it is not the proper workflow to just scale the tank and sim the whole thing. Any ideas would be helpful. I am looking for the best approach to do that.
Thanks
Houdini Indie and Apprentice » Resuming from Explicit Cache File for Pyro
- Richard Lim
- 14 posts
- Offline
I used explicit cache file in Dopnet node
and then I create a new geometry, a dop import killing all the fields I don't need and finally used ROP output driver to cache the sim in bgeo.
and then I create a new geometry, a dop import killing all the fields I don't need and finally used ROP output driver to cache the sim in bgeo.
Houdini Indie and Apprentice » Resuming from Explicit Cache File for Pyro
- Richard Lim
- 14 posts
- Offline
Maybe some fields are necessary in the .sim file ? I only have fuel, temperature, heat, density
Edit : you need the velocity field to make it work. Now it works.
Thanks
Edit : you need the velocity field to make it work. Now it works.
Thanks
Houdini Indie and Apprentice » Resuming from Explicit Cache File for Pyro
- Richard Lim
- 14 posts
- Offline
Houdini Indie and Apprentice » Resuming from Explicit Cache File for Pyro
- Richard Lim
- 14 posts
- Offline
Hi Jeff,
Thanks for your answer.
Actually, I tried the initial state solution but when I put my .sim cache frame in the box, it does not do anything. And when I change the start frame, it does not do anything either.
Thanks again
Thanks for your answer.
Actually, I tried the initial state solution but when I put my .sim cache frame in the box, it does not do anything. And when I change the start frame, it does not do anything either.
Thanks again
Houdini Indie and Apprentice » Resuming from Explicit Cache File for Pyro
- Richard Lim
- 14 posts
- Offline
Hello guys,
I have done a simulation of an explosion and now I would like to extend it (resume from my explicit cache frame) but I am stuck here. I have saved all my files in bgeo and turned on the explicit cache option before the simulation. According to the manual, I should be able to resume my current simulation but I don't know how to do it.
Let's say the simulation stops at frame 60.Now I navigate to that frame and hit simulation. All it does is simulating with lighting speed the rest of my timeline with empty files. It seems like it is not the right way to do it.
Any ideas ?
Thanks everyone
I have done a simulation of an explosion and now I would like to extend it (resume from my explicit cache frame) but I am stuck here. I have saved all my files in bgeo and turned on the explicit cache option before the simulation. According to the manual, I should be able to resume my current simulation but I don't know how to do it.
Let's say the simulation stops at frame 60.Now I navigate to that frame and hit simulation. All it does is simulating with lighting speed the rest of my timeline with empty files. It seems like it is not the right way to do it.
Any ideas ?
Thanks everyone
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