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Technical Discussion » How to create RBD Constraints Dynamically?
- mois23
- 16 posts
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Technical Discussion » How to create RBD Constraints Dynamically?
- mois23
- 16 posts
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Hello Everyone,
I'm trying to reach a very simple effect, but I'm not able to do it properly. My goal is to create some constraints between RBD Object and Collision Object dynamically, so when the object is close enough it will create new constraints in order to attach pieces to collider. However I'm stuck and can't move forward. I am able to create constraints however they seem to be created in timestep and not following the geometry as I would like:
What am I doing wrong? Can anyone help me on that?
Many thanks
I'm trying to reach a very simple effect, but I'm not able to do it properly. My goal is to create some constraints between RBD Object and Collision Object dynamically, so when the object is close enough it will create new constraints in order to attach pieces to collider. However I'm stuck and can't move forward. I am able to create constraints however they seem to be created in timestep and not following the geometry as I would like:
What am I doing wrong? Can anyone help me on that?
Many thanks
Edited by mois23 - April 5, 2023 05:20:37
Technical Discussion » H18 Rbd Hero & Flip volume Loss
- mois23
- 16 posts
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Orsonorix
Hello,
I think I have a similar problem so I will post it here. I can't find solution for volume loss in flip after introducing rbd object. I've tried everything, I knew that could help but with no luck. I'm attaching hip file, so maybe someone has some time to look at this, and push me in right direction.
Thanks!
Hi Orsonorix, I'm facing same issue. Were you able to solve the problem?
Houdini Indie and Apprentice » How create fire sparks from Pyro Simulation?
- mois23
- 16 posts
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Hi there!
I'm trying to figure out how to create a POP emitter from Pyro in order to have a realistic (and procedural) Fire Sparks simulation based on heat amount. I've tried something but it's a very rudimentary solution, especially because I'd love to emit particles from top of fire (maybe when heat field falls down). How I can use a pyro field as POP emitter? And, most important, what field do I need to use?
Do you have any suggestions, tips or tuts to share with me? Any help will be really appreciate!
Thank you for your time.
I'm trying to figure out how to create a POP emitter from Pyro in order to have a realistic (and procedural) Fire Sparks simulation based on heat amount. I've tried something but it's a very rudimentary solution, especially because I'd love to emit particles from top of fire (maybe when heat field falls down). How I can use a pyro field as POP emitter? And, most important, what field do I need to use?
Do you have any suggestions, tips or tuts to share with me? Any help will be really appreciate!
Thank you for your time.
Edited by mois23 - June 10, 2020 13:58:52
Houdini Lounge » New Pyro Solver Sparse and Micro Solvers
- mois23
- 16 posts
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Hello guys,
Just a quick question. I'm studying new Sparse system for Pyro Solver in H18. First change I could see is that Pyro Solver sparse has 4 inputs rather than 5 and “Velocity Update” input is missing.
Let's say I want to use a Gas Disturbance micro solver for sparse smoke. How I can connect it to the solver?
“Shape” tab in the solver already has a Disturbance option. But, of course, the result is different if I use only the Micro Solver connected to the last input (Forces). So I guess, this approach is wrong.
How I can achieve same result using only Micro Solvers? And, first of all.. Does new Sparse Solver allow to use micro solvers?
Many thanks!
Just a quick question. I'm studying new Sparse system for Pyro Solver in H18. First change I could see is that Pyro Solver sparse has 4 inputs rather than 5 and “Velocity Update” input is missing.
Let's say I want to use a Gas Disturbance micro solver for sparse smoke. How I can connect it to the solver?
“Shape” tab in the solver already has a Disturbance option. But, of course, the result is different if I use only the Micro Solver connected to the last input (Forces). So I guess, this approach is wrong.
How I can achieve same result using only Micro Solvers? And, first of all.. Does new Sparse Solver allow to use micro solvers?
Many thanks!
Technical Discussion » Bake geometry displacement as texture
- mois23
- 16 posts
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Hi there,
I'm having lot of headaches!
I made an extended ocean flip simulation and, once I convert the particles into a mesh, I would like to bake the surface geometry displacement as texture.
I tried to transfer velocities to Cd through VOP and use COPs for bake out the color map, but I wasn't able to do it. Basically I'd like to achieve the same result of Ocean Evaluate node in which I can export texture and choose the Cusp to be in alpha. Do you think is it possible to do that?
I'm having lot of headaches!
I made an extended ocean flip simulation and, once I convert the particles into a mesh, I would like to bake the surface geometry displacement as texture.
I tried to transfer velocities to Cd through VOP and use COPs for bake out the color map, but I wasn't able to do it. Basically I'd like to achieve the same result of Ocean Evaluate node in which I can export texture and choose the Cusp to be in alpha. Do you think is it possible to do that?
Edited by mois23 - Dec. 10, 2019 18:08:32
Technical Discussion » White Water RAM usage
- mois23
- 16 posts
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An update.
I made a test on Windows. Enabling Density Control always fills RAM. Even switching off OpenCL. I even tried to cache out through command line and disabling TBBMALLOC_PROXY. Houdini uses averagely 58GB of RAM for 7 Million particles simulation (White Water Scale: 0.01).
Without density control I can push White Water Scale to 0.007 and it can simulate more than 20mln particles using just 40GB of RAM.
This is insane. I know that it's Windows fault. But this is unacceptable, anyway.
I've attached my project file..
I made a test on Windows. Enabling Density Control always fills RAM. Even switching off OpenCL. I even tried to cache out through command line and disabling TBBMALLOC_PROXY. Houdini uses averagely 58GB of RAM for 7 Million particles simulation (White Water Scale: 0.01).
Without density control I can push White Water Scale to 0.007 and it can simulate more than 20mln particles using just 40GB of RAM.
This is insane. I know that it's Windows fault. But this is unacceptable, anyway.
I've attached my project file..
Technical Discussion » White Water RAM usage
- mois23
- 16 posts
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goat
Dug a bit and did a test. Turning off OpenCL, on whitewatersolver1 inwhitewater_sim, reduced memory usage from 20GB to 8GB.
Hit up SideFx too as that seems very crazy.
Interesting! I'll make same test on windows and mac during the weekend. Hope to see the same result.
Thank you so much for your help!
Technical Discussion » White Water RAM usage
- mois23
- 16 posts
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Hey goat. Thank you for your reply.
An update..
I tried to make same simulation on my Mac. RAM fills completely as well, but at least Houdini doesn’t crash. The problem is that whitewater uses all my 64GB of RAM just for 700.000 particles if I enable density control (I really need it because of the natural look of the foam).
Maybe the problem is that I’m making flip book for seeing the result? Do you think I can save lot of memory with command line?
In the meantime I’ll try your tip on Windows.
Fingers crossed.
An update..
I tried to make same simulation on my Mac. RAM fills completely as well, but at least Houdini doesn’t crash. The problem is that whitewater uses all my 64GB of RAM just for 700.000 particles if I enable density control (I really need it because of the natural look of the foam).
Maybe the problem is that I’m making flip book for seeing the result? Do you think I can save lot of memory with command line?
In the meantime I’ll try your tip on Windows.
Fingers crossed.
Edited by mois23 - Nov. 8, 2019 02:58:42
Technical Discussion » White Water RAM usage
- mois23
- 16 posts
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So annoying. The problem is I have a FX license on windows at work and Apprentice Version on Mac at home.
In case, Is it possible to keep the same FX license on dual boot Windows/Linux?
Otherwise, can I cache through filecache node with Apprentice version?
Are they going to fix this problem on Windows on 18 Version?
In case, Is it possible to keep the same FX license on dual boot Windows/Linux?
Otherwise, can I cache through filecache node with Apprentice version?
Are they going to fix this problem on Windows on 18 Version?
Edited by mois23 - Nov. 6, 2019 03:02:12
Technical Discussion » White Water RAM usage
- mois23
- 16 posts
- Offline
Technical Discussion » White Water RAM usage
- mois23
- 16 posts
- Offline
Hello there,
I've an annoying problem. I'm making a whiter water simulation. I noticed that if I enabled “density control” Houdini fills the ram and after several frames it crashes. If I disable it everything works fine.
I've read lot of posts regarding this problem. Here for example [forums.odforce.net]. It seems to be a Win10 issue, but no one posted a solution for that.
Is there definitely a way avoid this problem? Does MAC users have the same issue?
Houdini 17.5/Windows 10
I've an annoying problem. I'm making a whiter water simulation. I noticed that if I enabled “density control” Houdini fills the ram and after several frames it crashes. If I disable it everything works fine.
I've read lot of posts regarding this problem. Here for example [forums.odforce.net]. It seems to be a Win10 issue, but no one posted a solution for that.
Is there definitely a way avoid this problem? Does MAC users have the same issue?
Houdini 17.5/Windows 10
Houdini Indie and Apprentice » Custom Velocity with Volume VOP
- mois23
- 16 posts
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Hello there,
I'm making a classic Ship Sailing Effects (ocean guided). I'd like to add a custom velocity to the bow of the ship in order for me to have a good turbolence like this:
Through a Volume VOP (please see the hip attached) I created the following velocity:
The shape I had it's what I want (straight velocity to the front and curved ones along the sides of the ship, so they can push the water for having a classic V shape). However, I'd like to invert the value of it: having higher velocity in the center e gradually less on the side. With my solution I have to much velocity on the side and less on the center of the bow. Basically I need the trails to be red (high) at Z=0 and blue (low) at the Max Z bbox.
Furthermore, is my solution right? I blast a part of the bow, scattered it and then use a Volume Rasterize Attributes for creating the velocity.
And, lastly, what kind of operation do I need to use in DOP in Volume Source? Somebody says “Add”, somebody “Pull”. What is the correct way?
I hope you can help me. Any suggestion will be really appreciated.
I'm making a classic Ship Sailing Effects (ocean guided). I'd like to add a custom velocity to the bow of the ship in order for me to have a good turbolence like this:
Through a Volume VOP (please see the hip attached) I created the following velocity:
The shape I had it's what I want (straight velocity to the front and curved ones along the sides of the ship, so they can push the water for having a classic V shape). However, I'd like to invert the value of it: having higher velocity in the center e gradually less on the side. With my solution I have to much velocity on the side and less on the center of the bow. Basically I need the trails to be red (high) at Z=0 and blue (low) at the Max Z bbox.
Furthermore, is my solution right? I blast a part of the bow, scattered it and then use a Volume Rasterize Attributes for creating the velocity.
And, lastly, what kind of operation do I need to use in DOP in Volume Source? Somebody says “Add”, somebody “Pull”. What is the correct way?
I hope you can help me. Any suggestion will be really appreciated.
Edited by mois23 - Oct. 11, 2019 06:37:16
Technical Discussion » Get name attribute from another node
- mois23
- 16 posts
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Hi guys,
I'm stuck in a stupid problem. I have a blast node with one point. I'd like to get the name attribute from it and copy in another node (see picture attached). I tried point() expression but it doesn't work. Can't figure out how fix this.
I'm stuck in a stupid problem. I have a blast node with one point. I'd like to get the name attribute from it and copy in another node (see picture attached). I tried point() expression but it doesn't work. Can't figure out how fix this.
Technical Discussion » How build Constraint for simulating car suspensions?
- mois23
- 16 posts
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I tried with this solution (please find hip file attached) but spring constraint doesn't work. Can't figure out why.
Here [drive.google.com] the .abc file I'm using.
Here [drive.google.com] the .abc file I'm using.
Technical Discussion » How build Constraint for simulating car suspensions?
- mois23
- 16 posts
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Hi guys,
I'm trying to build a simple constraint network for simulating car suspensions, but with no results. Basically, I just need the “spring effect” between Body and Wheels. Please find a video example attached.
Any suggestions will be really appreciated.
Thank you
I'm trying to build a simple constraint network for simulating car suspensions, but with no results. Basically, I just need the “spring effect” between Body and Wheels. Please find a video example attached.
Any suggestions will be really appreciated.
Thank you
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