Found 18 posts.
Search results Show results as topic list.
Technical Discussion » Stop explosion from expanding
- naeem151287
- 18 posts
- Offline
Great! I am already using keyframes on fuel, temperature and time scale. Using magnet force sounds like an interesting idea. I'll take a look. Thanks again!
Technical Discussion » Stop explosion from expanding
- naeem151287
- 18 posts
- Offline
Yes, but the idea is to stop the explosion from expanding and not just slow it down. I am currently running some tests with animating the Gas Released parameter but I still can't get it to stop expanding unless I set to value to 0. But that kills the explosion.
I need the fire the expand, stop expanding at a certain point and then swirl around at that point a bit like in the reference video.
I need the fire the expand, stop expanding at a certain point and then swirl around at that point a bit like in the reference video.
Technical Discussion » Stop explosion from expanding
- naeem151287
- 18 posts
- Offline
Hi,
I am trying to making an explosion similar to http://www.youtube.com/watch?v=mn2ArzRGX30 [youtube.com] (00:13 onwards). The explosion expands really quickly and at a point it just stop expanding and swirls around a bit. I figured out the expansion but I am having difficulty with trying to get the explosion to stop expanding.
I tried using a negative divergence, a drag force and a keying the Gas Released but none of it worked. Anyone have any better ideas on how to approach this?
Thanks.
I am trying to making an explosion similar to http://www.youtube.com/watch?v=mn2ArzRGX30 [youtube.com] (00:13 onwards). The explosion expands really quickly and at a point it just stop expanding and swirls around a bit. I figured out the expansion but I am having difficulty with trying to get the explosion to stop expanding.
I tried using a negative divergence, a drag force and a keying the Gas Released but none of it worked. Anyone have any better ideas on how to approach this?
Thanks.
Houdini Indie and Apprentice » PyroFX Quick Fireburst
- naeem151287
- 18 posts
- Offline
I am quite interested in this. I am trying to create something like this http://www.youtube.com/watch?v=GmRASCHJe2Q [youtube.com] (see 32 seconds onwards).
It's a very fast and violent explosion and then after a second it gets pulled in a little. I have pretty much worked out the expansion but I can't work out the part where the explosion gets pulled in a little. I checked Jeff's file but it doesn't seem to be working as expected. Any help will be appreciated.
Thanks.
It's a very fast and violent explosion and then after a second it gets pulled in a little. I have pretty much worked out the expansion but I can't work out the part where the explosion gets pulled in a little. I checked Jeff's file but it doesn't seem to be working as expected. Any help will be appreciated.
Thanks.
Technical Discussion » Stop high velocity RBD Fractured Object
- naeem151287
- 18 posts
- Offline
Technical Discussion » Stop high velocity RBD Fractured Object
- naeem151287
- 18 posts
- Offline
Hi Jeff,
Thanks. Some very good ideas there. I have the bounce set to 0 and friction to 10. Right now what I am doing is applying an animated drag force that is activated just when the object is about to hit the ground and then it deactivates in a couple of frames. That is getting me close to what I want.
What I couldn't understand was why I was getting different results with RBD Fractured object and with a regular RBD object even though both had the exact same values and the same object.
Thanks. Some very good ideas there. I have the bounce set to 0 and friction to 10. Right now what I am doing is applying an animated drag force that is activated just when the object is about to hit the ground and then it deactivates in a couple of frames. That is getting me close to what I want.
What I couldn't understand was why I was getting different results with RBD Fractured object and with a regular RBD object even though both had the exact same values and the same object.
Technical Discussion » Stop high velocity RBD Fractured Object
- naeem151287
- 18 posts
- Offline
Hi,
I am trying to create an effect where an object is moving at high velocity, hits the ground and breaks apart in a controlled manner (only a few pieces come off). So I created my pieces using Voronoi and made it into an RBD Fractured Object, gave it some initial velocity, glued the pieces and it moves the way I want it to. Now, when it hits the ground I want the object to stop completely. So, I set the Bounce to 0, Rotational Stiffness to a high value and Friction to a high value. However, the object just keeps moving. I tried doing the same thing with an object that is not pre-fractured (normal RBD Object) and it works fine.
Any idea how I can make my pre-fractured object stop? Please see attached file.
Thanks.
I am trying to create an effect where an object is moving at high velocity, hits the ground and breaks apart in a controlled manner (only a few pieces come off). So I created my pieces using Voronoi and made it into an RBD Fractured Object, gave it some initial velocity, glued the pieces and it moves the way I want it to. Now, when it hits the ground I want the object to stop completely. So, I set the Bounce to 0, Rotational Stiffness to a high value and Friction to a high value. However, the object just keeps moving. I tried doing the same thing with an object that is not pre-fractured (normal RBD Object) and it works fine.
Any idea how I can make my pre-fractured object stop? Please see attached file.
Thanks.
Houdini Indie and Apprentice » Glue constraint between static and normal RBD object
- naeem151287
- 18 posts
- Offline
You could also use Attribute Transfer with a Point SOP to transfer colour to the glue constraint and then delete the points which are affected by the colour procedurally. You can also use the same technique with Active Value DOP to set parts of your geo to active and passive.
Technical Discussion » Black artefact's with Reflections
- naeem151287
- 18 posts
- Offline
Change the Specular Angle on your shader from 0.5 to 10 and the black spots will be gone.
Technical Discussion » High Res Flip Sim - H12 hangs while caching
- naeem151287
- 18 posts
- Offline
FIXED: For some reason the Wind force was causing a problem. When I tried caching to disk after disabling it, it worked perfectly.
Technical Discussion » High Res Flip Sim - H12 hangs while caching
- naeem151287
- 18 posts
- Offline
One thing that I've noticed is that it always gets stuck while evaluating GAS_Advect; irrespective of the frame. Sometimes on frame 19, 21, 22 or 25.
Technical Discussion » High Res Flip Sim - H12 hangs while caching
- naeem151287
- 18 posts
- Offline
Technical Discussion » High Res Flip Sim - H12 hangs while caching
- naeem151287
- 18 posts
- Offline
I've gone as low as 80k particles and it still hung which led me to believe there was some other problem which I couldn't figure out.
Technical Discussion » High Res Flip Sim - H12 hangs while caching
- naeem151287
- 18 posts
- Offline
Hi, thanks.
I am only writing to disk and the enable cache option on the dopnet is disabled.
I am only writing to disk and the enable cache option on the dopnet is disabled.
Technical Discussion » High Res Flip Sim - H12 hangs while caching
- naeem151287
- 18 posts
- Offline
Hi Peter,
The TOP info at the point the sim get's stuck -
top - 19:34:07 up 2 days, 1:12, 1 user, load average: 2.28, 2.24, 1.84
Tasks: 231 total, 2 running, 229 sleeping, 0 stopped, 0 zombie
Cpu(s): 25.0%us, 0.2%sy, 0.0%ni, 72.3%id, 0.0%wa, 2.6%hi, 0.0%si, 0.0%st
Mem: 8178492k total, 7380152k used, 798340k free, 73236k buffers
Swap: 1952760k total, 387088k used, 1565672k free, 4900028k cached
PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND
2716 i7959201 20 0 2766m 1.3g 72m R 100 16.3 45:18.27 houdini-bin
I am not sure about running out of memory because I believe I should be able to simulate more than 10k particles without running out of memory, especially since I am not caching to memory but to disk. Do you think there is something wrong with my file?
The TOP info at the point the sim get's stuck -
top - 19:34:07 up 2 days, 1:12, 1 user, load average: 2.28, 2.24, 1.84
Tasks: 231 total, 2 running, 229 sleeping, 0 stopped, 0 zombie
Cpu(s): 25.0%us, 0.2%sy, 0.0%ni, 72.3%id, 0.0%wa, 2.6%hi, 0.0%si, 0.0%st
Mem: 8178492k total, 7380152k used, 798340k free, 73236k buffers
Swap: 1952760k total, 387088k used, 1565672k free, 4900028k cached
PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND
2716 i7959201 20 0 2766m 1.3g 72m R 100 16.3 45:18.27 houdini-bin
I am not sure about running out of memory because I believe I should be able to simulate more than 10k particles without running out of memory, especially since I am not caching to memory but to disk. Do you think there is something wrong with my file?
Technical Discussion » High Res Flip Sim - H12 hangs while caching
- naeem151287
- 18 posts
- Offline
circusmonkey
Your post mentions nothing about writing to disk using the ROP output driver. I am rendering and writing to disk high res FLIP fluid sims as I write this with no problems at all. Using H12.0.586 & 48 gigs of ram & X 2 xeon 2.4GHz 6 core processors.
rob
Yea sorry I forgot to mention that. Any ideas what could be causing the problem with my sim?
P.S. : Tried using HBATCH and render and the process still got stuck.
Technical Discussion » High Res Flip Sim - H12 hangs while caching
- naeem151287
- 18 posts
- Offline
I am writing it out to disk using ROP Output Driver in SOPs…that's when it's getting hung
Technical Discussion » High Res Flip Sim - H12 hangs while caching
- naeem151287
- 18 posts
- Offline
Hi,
I am working on a simple FLIP sim. When I simulate with Particle Separation set to 0.1 (11k particles at the start), it caches all 500 frames without any problems. However, when I lower the Particle Separation to anything lower, Houdini gets hung at some point. With Particle Separation set to 0.05 (88k particles), Houdini hung at frame 23 and with 0.02 (1.4m particles) it got hung at frame 19.
The scene doesn't really contain anything special, just a few static geos for collision. Any idea what could be causing the issue?
This is on a Quad Core machine with 8G of RAM.
I am working on a simple FLIP sim. When I simulate with Particle Separation set to 0.1 (11k particles at the start), it caches all 500 frames without any problems. However, when I lower the Particle Separation to anything lower, Houdini gets hung at some point. With Particle Separation set to 0.05 (88k particles), Houdini hung at frame 23 and with 0.02 (1.4m particles) it got hung at frame 19.
The scene doesn't really contain anything special, just a few static geos for collision. Any idea what could be causing the issue?
This is on a Quad Core machine with 8G of RAM.
-
- Quick Links