François Gressier
With a “vop force” you can subtract the position of the sphere to the points position “P”. Normalise it and multiply it by an amount of speed and plug it into “V”.
Cheers, I'll give it a go.
François Gressier
With a “vop force” you can subtract the position of the sphere to the points position “P”. Normalise it and multiply it by an amount of speed and plug it into “V”.
tamte
you can start by using Blast SOP
set Group Type to: Points
and Group to: @Cd.y>0.5
you can as well play with 0.5 value threshold
tamte
Hengine works fine for particles
Joker386
You should create second emitter manually .
1. Create another object for new emitter
2. Copy create_surface_volume , merge_surface_volumes , OUT_surface from first emitter to new emitter
3. in the AutoDopNetwork copy source_surface_from_box_object1 and connect new one to the merge3
Joker386
You have to use only 1 FlipSolver with two different emitter for colliding with each other , Also add another Source Volume DOP, check attached file :wink:
Skybar
You only have 1 emitter. The second one is just a box at this point. Do what you did for the first one for the second one as well and it should be fine.
PradeepBarua
I hope you got your answer on OdForce.
circusmonkey
A river can be fast flowing or it can be a large slow moving body of water . Just make your flip tank with more height And adjust the water level. Bear in mind Houdini units are in meters ! .
Rob
MartybNz
Thanks for the file. It's working fine on OsX 10.10.3 & Houdini 14.0.305
With issues like this it's worth downloading the latest daily build of Houdini and throwing away your Houdini preferences file.