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Technical Discussion » Voronoi Fracture Very slow.
- Midasssilver
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It might be easier for you to work if you do an initial shatter with less points, say 20-50 pieces, then re-shatter that to the amount of pieces you need. This should help clean up any initial problems with the mesh, since it will become a good mesh if it shatters at 20-50 pieces. Then you can specify which of those pieces you want to shatter individually, or just shatter the entire thing, and see if that helps. Also, after looking at your scene, you are trying to shatter an object with 42000 pieces. That is going to take a long time, no matter what, but the good thing is, you only need it work properly once, then save that cached file.
Technical Discussion » can you rotate fluid containers?
- Midasssilver
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Without diving in to a hip, it looks like you are using Position as your Data name. I believe you need to use “../Position” without the quotes, to get the node to be applied.
Houdini Lounge » Wire Cloth sim
- Midasssilver
- 310 posts
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Having wires pass through cloth is a nightmare waiting to happen. Smartest thing I can suggest would be splitting your cloth object in two at every hole, and connecting each piece to the cloth object with a constraint. I had to do something like this recently, and unless someone can suggest a more sophisticated method to resolve this, then you might be biting off a lot.
Technical Discussion » Stop Guided Ocean Sim inheriting velocity from translation in space!
- Midasssilver
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Figured out the problem. Because my flip sim was so narrow, velocity being pumped in out the boundary layer gained velocity from the gravity force, which pushed the flip towards the bottom of the tank and bounced it up again, creating waves. Disabling velocity eliminated the problem, as well as reducing the gravity heavily (from -9 to -1). So, it appears that the flip container did not inherit velocity from the movement of the tank, but rather from this weird gravity interaction with the boundary layer. SOLVED
Technical Discussion » Houdini Hair Collisions
- Midasssilver
- 310 posts
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Well I think the wire width is the key. Just visualize the width and make sure it is appropriate to the size of the wire objects you are using, and also that self-collisions are enabled, which is sounds like you did. Any further advice would require a scene file unfortunately.
Technical Discussion » targeted debris smoke
- Midasssilver
- 310 posts
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Just isolate the interior edges of your shards, then isolate them further based on velocity, and use that to source your smoke/debris
Technical Discussion » Stop Guided Ocean Sim inheriting velocity from translation in space!
- Midasssilver
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I have a small simulation following the movement of an oar on a boat. The flip container inherits the motion from the movement of the tank, and sends waves towards my oar. I want my sim to be able to stay still, despite the container moving. Is this possible? Can we remove the inherited velocity from the movement of the tank?
Edited by Midasssilver - Sept. 14, 2018 21:30:55
Technical Discussion » UVs on Flip Tank?
- Midasssilver
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Technical Discussion » UVs on Flip Tank?
- Midasssilver
- 310 posts
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Hi there, I've attached a simple scene of a guided ocean layer sim, were I would like to get UVs on the particle fluid surface created from my wave tank. I have read that people like to transfer their uvs onto the wave tank before the sim, but I'm pretty confused about how particles will get a good UV representation, and then how that will appear on the particle fluid surface (even if I retain uvs throughout the meshing process). If anyone could get this working on my sim, I would be forever grateful!
The two important nodes in this scene are the guided ocean layer initial and the guided ocean layer fluid. I want to get the UVs from the ocean evaluate inside the guided ocean layer initial, on the particle fluid surface that we render i n the guidedoceanlayer fluid
The two important nodes in this scene are the guided ocean layer initial and the guided ocean layer fluid. I want to get the UVs from the ocean evaluate inside the guided ocean layer initial, on the particle fluid surface that we render i n the guidedoceanlayer fluid
Edited by Midasssilver - Aug. 16, 2018 01:39:47
Technical Discussion » Urgent pyro help needed!
- Midasssilver
- 310 posts
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Hard to say without a scene, but look at what your source is doing. If your source volume is moving, the base of your fire should match the shape of that volume.
Technical Discussion » Less Spaghetti Like Fluid Surfacing?
- Midasssilver
- 310 posts
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You mentioned the voxel count, but not the particle count. Most likely you have too sparse of a particle count, and too large of a droplet scale on the particle fluid surface sop. Also, I like to convert the particle fluid surface output into a vdb, then you can run vdb operations on it, to craft your mesh, such as vdb smooth, etc, Then after that, you can convert back to polygons. That should give you more control of your mesh, but first trying upping the particle count and reducing the droplet scale.
Edited by Midasssilver - July 24, 2018 20:25:57
Technical Discussion » Voronoi Fracturing problem
- Midasssilver
- 310 posts
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It probably has to do with the geometry you are fracturing. I'm not 100% sold that you can fracture a concave object with voronoi and get great results. Look into Boolean fracturing anyway. It's way more organic, and worth learning
Technical Discussion » Tangled Wires/Hair
- Midasssilver
- 310 posts
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I've been working on a hair simulation, and found that when self collisions were enabled, my wires had a lot of erratic self collisions. Disabling self-collisions resolved the situation, but wasn't preferable. I figured out that reducing the resolution of my wires actually made the sim a lot more stable, effectively removing the self-collision problem, while still looking good. There's a limited amount of Wire/Hair info on the forum, so I hope this will help someone in need who experienced this same issue.
Cheers
Cheers
Technical Discussion » Erratic wire movement
- Midasssilver
- 310 posts
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None of the curves are intersecting the collision geometry at the start frame of the sim, then they move into place collide against the head. The roots are fine, but i still get some stray strands that don't obey physics.
Technical Discussion » Erratic wire movement
- Midasssilver
- 310 posts
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Sorry for the lack of hip file, but I'm experiencing some weird wire issues. In the attached picture, you can see two curves circled in blue. If you look at them, you can see that the red part of the curve is where the curve is attached to the root. For some reason, there is an extra bend in my curve, that doesn't fall naturally against the head. This results in some erratic wires in my groom. I can make all the curves fall closer to the head by changing the spatial scale, but I want to resolve this problem without changing the movement of my sim. Also, increasing the substeps from 1 to 3 reduces the motion of my sim and doesn't resolve the erratic wire issue either. If anyone has experienced this, or has any tips, any help would be appreciated!
Houdini Indie and Apprentice » Wire Sim stiff parts and non-stiff parts
- Midasssilver
- 310 posts
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Bump. I've been experiencing similar issues, where only a few points on my collection of curves don't bend. Can't find a solution anywhere. Changing parameters can avoid the problem, but changes the motion, which won't work.
Technical Discussion » Fur Sticks to Collision Object
- Midasssilver
- 310 posts
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Bump. Also not seeing a minimal difference in wire solver friction, even with very high values.
Edited by Midasssilver - May 25, 2018 18:13:47
Technical Discussion » Ground collision problem with wire solver
- Midasssilver
- 310 posts
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I've been having some wire friction issues too. Even with very high values (1000) on the wire and the collision geo, it doesn't seem to have any effect. Hopefully someone can provide some insight!
Houdini Indie and Apprentice » Attaching wires to surface
- Midasssilver
- 310 posts
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You need to make a group with the root point of each curve and pin that to the animation using the pintoanimation attribute. You also need to have the rest geo, the animated geo and the curves all plugged into a point deform sop. There are other ways to go about it, but thats what I'm doing. Sorry for no hip file.
Technical Discussion » Long Hair Scene?
- Midasssilver
- 310 posts
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Is Fabio just for grooming? I really need some wire object/solver tutorials for hair to work with, as I only need to handle the dynamics, not the groom.
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