Ok I found an alternative, Using a Mask from geometry node and using Pscale for the output mask works perfectly.
this is great if you want to fade out whitewater particles for an ocean simulation especially if you work with a third party render.
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Houdini Indie and Apprentice » Pscale based on attribute paint
- Romano92140
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Houdini Indie and Apprentice » Pscale based on attribute paint
- Romano92140
- 40 posts
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Hi,
I am stuck on something that should be fairly simple, but as I'm not familiar with point vop etc..
I am playing with Whitewater particles.
I want to lower Pscale based on a mask created on attribute paint (see attached)
Right now I've managed to delete my particles based on attribute transfer but it is quite brutal.
How can I do in order that my particles get a lower Pscale value as my paint mask fallof.
Thanks for helping.
Romain
I am stuck on something that should be fairly simple, but as I'm not familiar with point vop etc..
I am playing with Whitewater particles.
I want to lower Pscale based on a mask created on attribute paint (see attached)
Right now I've managed to delete my particles based on attribute transfer but it is quite brutal.
How can I do in order that my particles get a lower Pscale value as my paint mask fallof.
Thanks for helping.
Romain
Houdini Indie and Apprentice » Whitewater Source emission mask
- Romano92140
- 40 posts
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Houdini Indie and Apprentice » Whitewater Source emission mask
- Romano92140
- 40 posts
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so I've managed to get rid of the particles according to a paint mask I've created.
But it's quite brutal, I would rather work on the pscale before deleting,but can't figure out how to do, through point vop?
Thanks
But it's quite brutal, I would rather work on the pscale before deleting,but can't figure out how to do, through point vop?
Thanks
Houdini Indie and Apprentice » Whitewater Source emission mask
- Romano92140
- 40 posts
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Houdini Indie and Apprentice » Whitewater Source emission mask
- Romano92140
- 40 posts
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Houdini Indie and Apprentice » Whitewater Source emission mask
- Romano92140
- 40 posts
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Hi,
I'm stuck with withewater source emission mask, I need to build whitewater only around a specific area.
in this case around the rock (attachment), I don't need the WW emiting on the curvature of the wave.
Just on the collision.
A delete sop is too brutal, but I can see that on the withewater source there is a connection for mask,
but having a little hard time to figure how to make it work.
If someone has ever bumped into this problem can you please help me with a little tip?
Cheers.
R.
I'm stuck with withewater source emission mask, I need to build whitewater only around a specific area.
in this case around the rock (attachment), I don't need the WW emiting on the curvature of the wave.
Just on the collision.
A delete sop is too brutal, but I can see that on the withewater source there is a connection for mask,
but having a little hard time to figure how to make it work.
If someone has ever bumped into this problem can you please help me with a little tip?
Cheers.
R.
Houdini Indie and Apprentice » Whitewater velocity problem
- Romano92140
- 40 posts
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It actually seems that the particles are going through my model. as if my collision didn't work for all of them.
Houdini Indie and Apprentice » Whitewater velocity problem
- Romano92140
- 40 posts
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Hi,
I am having a little problem with my whitewater, I haven't touched much of the settings but having many particles being thrown in the air, like big splashes while the others behave normal.
Any advices or setting that I could tweak?
Also in the guide visualisation, when I check my collision visualisation, my boat is cut in half based on that blue bounding box, I don't know what setting it belong to, my collision guide should be represented fully.
Thanks for helping.
I am having a little problem with my whitewater, I haven't touched much of the settings but having many particles being thrown in the air, like big splashes while the others behave normal.
Any advices or setting that I could tweak?
Also in the guide visualisation, when I check my collision visualisation, my boat is cut in half based on that blue bounding box, I don't know what setting it belong to, my collision guide should be represented fully.
Thanks for helping.
Houdini Indie and Apprentice » Render Extended Ocean Using Redshift
- Romano92140
- 40 posts
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Hi,
Can anyone help me rendering my extended ocean with flip sim in the center with redshift please?
I've follow the Houdini 16 Masterclass, everything is ready, (fluid mesh, baked maps…)but now I'm having difficulties render the displacement. My fluid mesh in the center is all bulgy and magnified.
I have found a thread on how to fix this, but I admit I don't understand how to make it work
Particle Fluid Surface” create a mesh that is displaced in the center and flattened around the FLIP sim. If you apply a displacement map to the fluid mesh, the center part of the mesh inflates too much. So just use the attribute create inside “particlefluidmask” that is called “mask”. This attribute is 1 in the center and 0 in the flat part of the fluid surface. Through Point VOP just make a complement of this attribute, so you have 0 in center and 1 in the flat part. Then use this new attribute as “user scalar” inside the Redshift Material Node and multiply the displacement by this attribute. So you will have the displacement applied only on the flat part of the mesh, while the center part will have the original geo displacement.
If someone had the kindness to guide me though if you've ever done it, thanks a lot.
R.
Can anyone help me rendering my extended ocean with flip sim in the center with redshift please?
I've follow the Houdini 16 Masterclass, everything is ready, (fluid mesh, baked maps…)but now I'm having difficulties render the displacement. My fluid mesh in the center is all bulgy and magnified.
I have found a thread on how to fix this, but I admit I don't understand how to make it work
Particle Fluid Surface” create a mesh that is displaced in the center and flattened around the FLIP sim. If you apply a displacement map to the fluid mesh, the center part of the mesh inflates too much. So just use the attribute create inside “particlefluidmask” that is called “mask”. This attribute is 1 in the center and 0 in the flat part of the fluid surface. Through Point VOP just make a complement of this attribute, so you have 0 in center and 1 in the flat part. Then use this new attribute as “user scalar” inside the Redshift Material Node and multiply the displacement by this attribute. So you will have the displacement applied only on the flat part of the mesh, while the center part will have the original geo displacement.
If someone had the kindness to guide me though if you've ever done it, thanks a lot.
R.
Technical Discussion » Flip Fluid and Volume Collision ERRORS
- Romano92140
- 40 posts
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I would cache the whole animation as vdb with voxel size that matches with your model and load it in the proxy volume.
And if it doesn't help maybe with adding a little bit of offset surface, like 0.01 or a bit more it shall prevent the particles to go trhough.
R.
And if it doesn't help maybe with adding a little bit of offset surface, like 0.01 or a bit more it shall prevent the particles to go trhough.
R.
Houdini Indie and Apprentice » Displacement Maps vs Flip Fluid Simulation
- Romano92140
- 40 posts
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There is a thread that seems to solve the problem here:
https://forums.odforce.net/topic/7188-create-geometry-from-a-displacement-map/ [forums.odforce.net]
https://forums.odforce.net/topic/7188-create-geometry-from-a-displacement-map/ [forums.odforce.net]
Houdini Indie and Apprentice » Static solver issue (merged with other solvers)
- Romano92140
- 40 posts
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WOw thanks a lot dude, so dumb!!! there was a transform applied on the Z axis, don't know how it happened.
Thanks a lot guys, problem solved!
Cheers
Thanks a lot guys, problem solved!
Cheers
Houdini Indie and Apprentice » Static solver issue (merged with other solvers)
- Romano92140
- 40 posts
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Houdini Indie and Apprentice » Static solver issue (merged with other solvers)
- Romano92140
- 40 posts
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Hi, Thanks for getting back.
I have already checked the “use object transform”
the rigid body body solver works and keep its object right in place, but whatever is attached to the Static solver is translated, and I have tried to manually transpose the object in the sop but the collider moves along with it ,nightmare,
I have already checked the “use object transform”
the rigid body body solver works and keep its object right in place, but whatever is attached to the Static solver is translated, and I have tried to manually transpose the object in the sop but the collider moves along with it ,nightmare,
Houdini Indie and Apprentice » Static solver issue (merged with other solvers)
- Romano92140
- 40 posts
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Hi,
I'm having a problem, it is something to do with the Static Solver (see attached image)
there is a flip solver working with a vellum solver and colliding with rigid body and a static solver.
The static solver kind of offsets my geometry. it collides with it but not on the right spot.
Can anybody tell me what to do/change in order to make it work?
Thanks.
Romain.
I'm having a problem, it is something to do with the Static Solver (see attached image)
there is a flip solver working with a vellum solver and colliding with rigid body and a static solver.
The static solver kind of offsets my geometry. it collides with it but not on the right spot.
Can anybody tell me what to do/change in order to make it work?
Thanks.
Romain.
Houdini Indie and Apprentice » Displacement Maps vs Flip Fluid Simulation
- Romano92140
- 40 posts
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Hi, I found an alternative,my first idea was to use vdb converted to mesh in a separated Geo an used as a collider to recreate the displaced geometry.
second is : inside the DOP Network and the Static object node, setting an offset surface in the RBD Solver tab kinda represent some extra geometry, it works if it's uniform for my case it is a simple piece of cake, but if you planed to make the particles flows inside the cavity of the displaced object like in the drawing above it doesn't solve the problem.
second is : inside the DOP Network and the Static object node, setting an offset surface in the RBD Solver tab kinda represent some extra geometry, it works if it's uniform for my case it is a simple piece of cake, but if you planed to make the particles flows inside the cavity of the displaced object like in the drawing above it doesn't solve the problem.
Houdini Indie and Apprentice » Displacement Maps vs Flip Fluid Simulation
- Romano92140
- 40 posts
- Offline
Houdini Indie and Apprentice » Displacement Maps vs Flip Fluid Simulation
- Romano92140
- 40 posts
- Offline
more precisely, if you use Displacement map on your geometry, how do make the particles colliding with the new geometry?
Houdini Indie and Apprentice » Displacement Maps vs Flip Fluid Simulation
- Romano92140
- 40 posts
- Offline
Hi,
How do you cope with flip simulations and Displacement maps, since the displacement magnifies the geometry but it is not not recognised by the particles, the particles reacts only to what the collision tells them to do.
I've used VDB as a proxy collision surface but it doesn't quite fit to my model.
Any Idea or experience would be appreciated, thanks,
Romain.
How do you cope with flip simulations and Displacement maps, since the displacement magnifies the geometry but it is not not recognised by the particles, the particles reacts only to what the collision tells them to do.
I've used VDB as a proxy collision surface but it doesn't quite fit to my model.
Any Idea or experience would be appreciated, thanks,
Romain.
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