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Technical Discussion » op:/ operator and Camera background image?
- dvfedele
- 33 posts
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Technical Discussion » SOLVED translating pyro sim - how to negate container motion
- dvfedele
- 33 posts
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that's exactly it…thanks a ton!
I was playing with the objposition dop but somehow didn't get it to work.
thanks!
I was playing with the objposition dop but somehow didn't get it to work.
thanks!
Technical Discussion » SOLVED translating pyro sim - how to negate container motion
- dvfedele
- 33 posts
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posting a question I also put on odforce…
I'm trying to run a pyro sim where it is parented to follow some animation but I don't want the sim to pick up that velocity from the translation/rotation.
I want the pyro sim to act as if its simming in place and then I want to apply the motion as an afterthought.
In the example, once the pyro container starts moving I don't want the velocity of the emitter/container to influence the simulation.
Tried using motion and objectposition dops to negate the effect but nothing. Also didn't have luck playing with options on the resize_container or source_density_from_box
Thanks! Any help is appreciated.
I'm trying to run a pyro sim where it is parented to follow some animation but I don't want the sim to pick up that velocity from the translation/rotation.
I want the pyro sim to act as if its simming in place and then I want to apply the motion as an afterthought.
In the example, once the pyro container starts moving I don't want the velocity of the emitter/container to influence the simulation.
Tried using motion and objectposition dops to negate the effect but nothing. Also didn't have luck playing with options on the resize_container or source_density_from_box
Thanks! Any help is appreciated.
Edited by - Nov. 16, 2012 17:19:20
Work in Progress » Filling polygonal model with rocks asset
- dvfedele
- 33 posts
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Work in Progress » Filling polygonal model with rocks asset
- dvfedele
- 33 posts
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Technical Discussion » retiming flip sim?
- dvfedele
- 33 posts
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I'd assume I would bake out the particles at subframe and then mesh afterwards.
Otherwise, since the mesh isn't consistent frame to frame that wouldn't work.
Also, since flips doesn't have id's built in, I followed a thread and added them in the HDA's. However, I then add a timeblend to my cached particles and still get strange behavior on the floating frames
I'll try rebaking my sim again…thanks for the suggestion!
Otherwise, since the mesh isn't consistent frame to frame that wouldn't work.
Also, since flips doesn't have id's built in, I followed a thread and added them in the HDA's. However, I then add a timeblend to my cached particles and still get strange behavior on the floating frames
I'll try rebaking my sim again…thanks for the suggestion!
Technical Discussion » retiming flip sim?
- dvfedele
- 33 posts
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I have a flip sim where I'm really happy with the dynamics/interaction but just need to adjust the speed.
I've played with scale time on the dop and that affects the dynamics/motion
Trying to adjust the solver scale and mass, but again need to re-dev the sim parameters for my desired look.
Added a popsolver and tried drag and/or speed limit pops which again changes overall dynamics.
(reseeding is off on my flip solver)
Any suggestions/ideas?
Thanks!
I've played with scale time on the dop and that affects the dynamics/motion
Trying to adjust the solver scale and mass, but again need to re-dev the sim parameters for my desired look.
Added a popsolver and tried drag and/or speed limit pops which again changes overall dynamics.
(reseeding is off on my flip solver)
Any suggestions/ideas?
Thanks!
Technical Discussion » H12 flip emitter rate?
- dvfedele
- 33 posts
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Yes that works perfectly.
I must be losing it because I swear I tried that before and it didn't act like I expected
So much for my “technical discussion” question
Thanks so much for your help!
I must be losing it because I swear I tried that before and it didn't act like I expected
So much for my “technical discussion” question
Thanks so much for your help!
Technical Discussion » H12 flip emitter rate?
- dvfedele
- 33 posts
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Technical Discussion » H12 flip emitter rate?
- dvfedele
- 33 posts
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This is already posted at odforce, but I hope to expand my audience
I haven't been able to adjust the emission speed of a source volume node with H12 flips.
The closest I can come is to scale the object down, but that obviously affects the size of the emission as well.
Anybody figure out how to just slow the fluid emission?
I haven't been able to adjust the emission speed of a source volume node with H12 flips.
The closest I can come is to scale the object down, but that obviously affects the size of the emission as well.
Anybody figure out how to just slow the fluid emission?
Technical Discussion » Cloth
- dvfedele
- 33 posts
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There was a major rewrite of the cloth solver between H11 and H12, and you can
see that this files works as is in H11.
It looks like its a battle right now with scaling forces.
If you take the windforce “scale force” that defaults at 100, and lower it to 1 you will
immediately see a result. Lower the force in Z to something like 0.25 and it will become more apparent
Looks like you'll have to play with the cloth solver scale and force amounts to get
the look you desire.
You might have more luck making your own force in SOPs and storing it as a
point attribute called fexternal (vector). I don't tend to use the windforce DOP.
Good luck
see that this files works as is in H11.
It looks like its a battle right now with scaling forces.
If you take the windforce “scale force” that defaults at 100, and lower it to 1 you will
immediately see a result. Lower the force in Z to something like 0.25 and it will become more apparent
Looks like you'll have to play with the cloth solver scale and force amounts to get
the look you desire.
You might have more luck making your own force in SOPs and storing it as a
point attribute called fexternal (vector). I don't tend to use the windforce DOP.
Good luck
Technical Discussion » affecting sourced particles on H12 flip with popsolver?
- dvfedele
- 33 posts
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ahhhh!!! I knew it had to be some bug
I'm on 12.0.556 so that could be just it!
thanks for pointing that out!
I'm on 12.0.556 so that could be just it!
thanks for pointing that out!
Technical Discussion » affecting sourced particles on H12 flip with popsolver?
- dvfedele
- 33 posts
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I'm trying to use a popsolver to affect certain particles in my flip fluid.
However, I'm finding the popsolver only affects particles from my flip object and won't affect particles from my source volume??
How can I say, control gravity independently for the tank particles and the particles being emitted into the tank?
It seems that the sourced particles aren't even considered in the popnet?
P.S.
I grabbed the popnet from the flip color mix example since they setup the solver in a “weird” way to source the particles.
Thanks!
However, I'm finding the popsolver only affects particles from my flip object and won't affect particles from my source volume??
How can I say, control gravity independently for the tank particles and the particles being emitted into the tank?
It seems that the sourced particles aren't even considered in the popnet?
P.S.
I grabbed the popnet from the flip color mix example since they setup the solver in a “weird” way to source the particles.
Thanks!
Technical Discussion » Cloth
- dvfedele
- 33 posts
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Technical Discussion » uv's on flip fluids
- dvfedele
- 33 posts
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That sounds really intriguing!
Any chance you could mock this up for me? I understand the underlying technique but need help with the setup.
Here is a simple scene showing what I am currently trying that you could use.
Also, I'm assuming this wouldn't work with flip solver reseeding set to on?
Thanks so much!
Any chance you could mock this up for me? I understand the underlying technique but need help with the setup.
Here is a simple scene showing what I am currently trying that you could use.
Also, I'm assuming this wouldn't work with flip solver reseeding set to on?
Thanks so much!
Technical Discussion » uv's on flip fluids
- dvfedele
- 33 posts
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Can anyone suggest a workflow for laying out uv's on a flip fluid object emitter?
I've tried adding uv's to the emitter and stamping those into the emiiter source using the the fluid source node.
They look great on the first frame, however as the emitter emits the uv's on the new particles are all distorted and jumbled.
Also, I realized flips does not enforce a consistent particle id (even with reseeding off)
Any suggestions?
Thanks!
I've tried adding uv's to the emitter and stamping those into the emiiter source using the the fluid source node.
They look great on the first frame, however as the emitter emits the uv's on the new particles are all distorted and jumbled.
Also, I realized flips does not enforce a consistent particle id (even with reseeding off)
Any suggestions?
Thanks!
Houdini Indie and Apprentice » Controlling a fluid?
- dvfedele
- 33 posts
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There is a flip fluids masterclass that goes over this and has an example file downloadable from the link below.
Check out the movie below around time ~43 minutes
Good luck!
http://www.sidefx.com/index.php?option=com_content&task=view&id=1834&Itemid=344 [sidefx.com]
Check out the movie below around time ~43 minutes
Good luck!
http://www.sidefx.com/index.php?option=com_content&task=view&id=1834&Itemid=344 [sidefx.com]
Technical Discussion » handle offset?
- dvfedele
- 33 posts
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Technical Discussion » handle offset?
- dvfedele
- 33 posts
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Sorry about my terminology when referring to the normals.
I'm familiar with the Soft Transform tool and it does what I like.
I want the Soft Transform node's pivot to follow the animation of a provided point. Almost akin to a pin constraint.
Then I want the Soft Transform's handles to be aligned with the geometry normals so that the z axis points in the geometry normal direction.
That way I have a tracking Soft Transform pivot that follows the geometry normal and properly rotates when there is a obj/sop transformation.
I've attached an example illustrating the problem.
Thanks Edward!
I'm familiar with the Soft Transform tool and it does what I like.
I want the Soft Transform node's pivot to follow the animation of a provided point. Almost akin to a pin constraint.
Then I want the Soft Transform's handles to be aligned with the geometry normals so that the z axis points in the geometry normal direction.
That way I have a tracking Soft Transform pivot that follows the geometry normal and properly rotates when there is a obj/sop transformation.
I've attached an example illustrating the problem.
Thanks Edward!
Technical Discussion » handle offset?
- dvfedele
- 33 posts
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I'm trying to make an otl for a deformer that is aligned with the objects normal.
It will act similar to maya's softmod and have it's pivot follow a point of my choice.
How can I get the handle to align to the surface normal of the object I wish to deform?
My object will be animated on the sop level and I've tried various things that only seem to work with obj level transforms.
tried this method too:
point(“/obj/sphere_object/sphere1”,4,“P”,0) + vtorigin(“”, “/obj/sphere_object”)
point(“/obj/sphere_object/sphere1”,4,“P”,1) + vtorigin(“”, “/obj/sphere_object”)
point(“/obj/sphere_object/sphere1”,4,“P”,2) + vtorigin(“”, “/obj/sphere_object”)[2
It will act similar to maya's softmod and have it's pivot follow a point of my choice.
How can I get the handle to align to the surface normal of the object I wish to deform?
My object will be animated on the sop level and I've tried various things that only seem to work with obj level transforms.
tried this method too:
point(“/obj/sphere_object/sphere1”,4,“P”,0) + vtorigin(“”, “/obj/sphere_object”)
point(“/obj/sphere_object/sphere1”,4,“P”,1) + vtorigin(“”, “/obj/sphere_object”)
point(“/obj/sphere_object/sphere1”,4,“P”,2) + vtorigin(“”, “/obj/sphere_object”)[2
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