Sorry for the noob question:
I'm stuck on creating thickness to a sphere to feed it to a flip simulation or a vellum fluid sim.
I would like water to be emitted only from the thickness of the sphere not from the inside part. I've tried polyextrude and labs thicken sops but points from volume scatter points all over the inside of the sphere, not only on the extruded geometry.
Could someone please tell me the correct workflow to give thickness to a sphere.
thanx
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Houdini Indie and Apprentice » Sphere Thickness
- itquasimontecarlo
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Houdini Indie and Apprentice » RBD animated spheres interaction with collider surface
- itquasimontecarlo
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I probably need to simplify my needs and compensate with directing the shot in a certain way.
Thanx for help and also for cgwiki. That's a goldmine for people like me learning H
Thanx for help and also for cgwiki. That's a goldmine for people like me learning H
Houdini Indie and Apprentice » RBD animated spheres interaction with collider surface
- itquasimontecarlo
- 8 posts
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Thank you Mestela. That covers one part. Imagine to have a wrinkled surface where some magical spheres fall from gravity and begins to roll over the surface making it smooth. I would need to deform, displacing or "undisplacing" on normal, the big sphere in proximity of the little spheres. The little spheres should remain above the displaced surface, so they should have a kind of feedback from the newly deformed surface
here is a wrong visualization of what i need, done in cinema4d.
https://www.dropbox.com/s/4c6dkqyp9zoqdm1/test%20displace.mp4?dl=0 [www.dropbox.com]
you can see that the "undisplacement" is been reduced by a circular shape growing. I would like that the growth of the "undisplace" started from the position of the little sphere when they touch the big one. The effect should cumulate over time so that.
I'm tryng to achieve it in sop but definetly would like that to be dynamic.
I'm pretty sure to have achieved this effect in cinema 4d on previous version but on last one the procedure is really buggy. So i said let's give it a try in houdini. I'm not that good though on H.
Thanx for your help. I really apreciate that.
Luigi
here is a wrong visualization of what i need, done in cinema4d.
https://www.dropbox.com/s/4c6dkqyp9zoqdm1/test%20displace.mp4?dl=0 [www.dropbox.com]
you can see that the "undisplacement" is been reduced by a circular shape growing. I would like that the growth of the "undisplace" started from the position of the little sphere when they touch the big one. The effect should cumulate over time so that.
I'm tryng to achieve it in sop but definetly would like that to be dynamic.
I'm pretty sure to have achieved this effect in cinema 4d on previous version but on last one the procedure is really buggy. So i said let's give it a try in houdini. I'm not that good though on H.
Thanx for your help. I really apreciate that.
Luigi
Houdini Indie and Apprentice » RBD animated spheres interaction with collider surface
- itquasimontecarlo
- 8 posts
- Offline
Hi everyone and thanx in advance for attention.
I'm looking to achieve this effect and I was wondering which could be the simplest way to tackle it.
I need a bunch of little spheres rotating around the surface of a displaced sphere. They are attracted (pop attractor) by the big sphere. In proximity of the little spheres where them collide withe big one, i would like the displace to loose height and the surface to smooth up and return not displaced.
The animating surface should also affect the dynamics of the little spheres. The effect should cumulate over the sphere where the little sphere pass.
Please, any hint on how to search for such a topic is welcome. I can't find anything.
I kind believe that the big sop sphere has to be deformed in dops and has to be feed on every frame as a collider.
I attached a screenshot of a similar effect achieved in cinema4d by feeding particle to vertex map and controlling a displacer deformer with that vertex map.
Could someone kindly help a noob like me
Thanx
I'm looking to achieve this effect and I was wondering which could be the simplest way to tackle it.
I need a bunch of little spheres rotating around the surface of a displaced sphere. They are attracted (pop attractor) by the big sphere. In proximity of the little spheres where them collide withe big one, i would like the displace to loose height and the surface to smooth up and return not displaced.
The animating surface should also affect the dynamics of the little spheres. The effect should cumulate over the sphere where the little sphere pass.
Please, any hint on how to search for such a topic is welcome. I can't find anything.
I kind believe that the big sop sphere has to be deformed in dops and has to be feed on every frame as a collider.
I attached a screenshot of a similar effect achieved in cinema4d by feeding particle to vertex map and controlling a displacer deformer with that vertex map.
Could someone kindly help a noob like me
Thanx
Technical Discussion » emitted Pop Grains spinning like crazy at rest
- itquasimontecarlo
- 8 posts
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Technical Discussion » emitted Pop Grains spinning like crazy at rest
- itquasimontecarlo
- 8 posts
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Hi Toadstorm,
I take the chance to ask you a question about mops+ which i subscribed and I'am trying to understand how to bend it to my needs.
I saw the example vellum falloff from the folder Examples. What if I would do the same thing in dops. In the scene you saw upward,e at a certain point I would like to animate a linear falloff to deactivate the strenght of the constraint in order to leave the grain free to fall over the surface. I tried feeding the mop falloff shape either in the forces input of the solver, either after the vellum source, but with no luck.
Would you be so kind to illustrate me the correct way to do it.
Thanx for attention
Luigi
I take the chance to ask you a question about mops+ which i subscribed and I'am trying to understand how to bend it to my needs.
I saw the example vellum falloff from the folder Examples. What if I would do the same thing in dops. In the scene you saw upward,e at a certain point I would like to animate a linear falloff to deactivate the strenght of the constraint in order to leave the grain free to fall over the surface. I tried feeding the mop falloff shape either in the forces input of the solver, either after the vellum source, but with no luck.
Would you be so kind to illustrate me the correct way to do it.
Thanx for attention
Luigi
Technical Discussion » emitted Pop Grains spinning like crazy at rest
- itquasimontecarlo
- 8 posts
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Thanx a lot! I'll give it a try with orient attribute and then eventually dig in RBD grains.
Do you know any tuts on this?
A couple of silly questions:
Orient attribute has to be cast on scattered point in sop. Could you explain why not with a popvop in dop?
I believe vellum behave in the same way. Is it possible to set random orient attribute which can freeze spinning on vellum grain?
Thank you Toadstorm, also for the wonderful MOPS that you gifted to the community.
Do you know any tuts on this?
A couple of silly questions:
Orient attribute has to be cast on scattered point in sop. Could you explain why not with a popvop in dop?
I believe vellum behave in the same way. Is it possible to set random orient attribute which can freeze spinning on vellum grain?
Thank you Toadstorm, also for the wonderful MOPS that you gifted to the community.
Edited by itquasimontecarlo - Oct. 9, 2021 03:15:42
Technical Discussion » emitted Pop Grains spinning like crazy at rest
- itquasimontecarlo
- 8 posts
- Offline
Hi everyone,
I've got a problem with pop grain. I'm new to houdini so I'm probably missing something.
I'm emitting particles from a circular growing selection of a grid with mountain sop. (The polygon selection of the grid is made by mops.)
I wanna replicate the effect of sticky blobs of grain growing on a landscape.
In dop i do pop grain, set to the desired level of clumping, but when particles comes to a rest they keep spinning in place like crazy or the continue to jump from 1 position to another. I realized it in sops, after copying to point the dopio to an icosahedron which eventually shows the rotation of particles.
When clumping is set to 0 the problems disappear, but of course particles run separated from each other.
Upping the substeps does a tiny bit better (tiny)
I believe that in some way too much energy is involved in constraints or the scale of the animation isn't right.
Is there some material you could suggest to get the right knowledge on setting emitting clumpy grain?
Could someone take a look at the mess i made in the file?
https://www.dropbox.com/s/jexcicf4r7wtxyo/pop%20grains%20jitter.mp4?dl=0 [www.dropbox.com]
Thanx for attention
Luigi
I've got a problem with pop grain. I'm new to houdini so I'm probably missing something.
I'm emitting particles from a circular growing selection of a grid with mountain sop. (The polygon selection of the grid is made by mops.)
I wanna replicate the effect of sticky blobs of grain growing on a landscape.
In dop i do pop grain, set to the desired level of clumping, but when particles comes to a rest they keep spinning in place like crazy or the continue to jump from 1 position to another. I realized it in sops, after copying to point the dopio to an icosahedron which eventually shows the rotation of particles.
When clumping is set to 0 the problems disappear, but of course particles run separated from each other.
Upping the substeps does a tiny bit better (tiny)
I believe that in some way too much energy is involved in constraints or the scale of the animation isn't right.
Is there some material you could suggest to get the right knowledge on setting emitting clumpy grain?
Could someone take a look at the mess i made in the file?
https://www.dropbox.com/s/jexcicf4r7wtxyo/pop%20grains%20jitter.mp4?dl=0 [www.dropbox.com]
Thanx for attention
Luigi
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Image Not Found
Edited by itquasimontecarlo - Oct. 8, 2021 12:11:36
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