Thanks for sharing. I'm actually working on a scene with alembic curves that I had to parent onto an alembic head that I'm using for collisions. I don't even need to generate the hair, just simulate the curves.
A couple questions. I noticed that you changed your Target Stiffness to 0, which you described as resistance to gravity. You also said that increasing this value to 1000 made the hair stretch a lot, but I saw the opposite relationship. Target Stiffness as described on the wire object help, describes the parameter as how much the guides resist deforming from the animated position. I experienced that increasing this value made the hair more rigid, as it more closely followed the animated groom. I'm not certain if there are differences between the Target Stiffness of the wire object, and the target stiffness in the hair simulate setup.
I also noticed you changed your hair density to 24000. How is this tied to the scale/spatial scale of the scene? In the Houdini wire object help, a density of 600 is recommended for hair.
Any ideas what type of collision geometry would be best suited for the wire solver, with the greatest amount of accuracy/shortest sim time?
Thanks for the help!
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Technical Discussion » Long Hair Scene?
- Midasssilver
- 310 posts
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Technical Discussion » Long Hair Scene?
- Midasssilver
- 310 posts
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Hi there,
I'm working on a scene with a character with long hair, and would really appreciate an example of a working long hair scene, to compare a few settings. Issues I'm having are:
1. The collision quality. It looks like my hairs are interpenetrating my collision mesh at some points, so the optimal format for collisions would help me here.
2. Nice movement. I'm trying to get a nice hair like movement from my sim. At the moment, my results aren't terrible, but I'd like to see what Spatial scale people use, as well as what target stiffness is good, etc.
If anyone has a sample file, I'd definitely appreciate it. Thanks!
I'm working on a scene with a character with long hair, and would really appreciate an example of a working long hair scene, to compare a few settings. Issues I'm having are:
1. The collision quality. It looks like my hairs are interpenetrating my collision mesh at some points, so the optimal format for collisions would help me here.
2. Nice movement. I'm trying to get a nice hair like movement from my sim. At the moment, my results aren't terrible, but I'd like to see what Spatial scale people use, as well as what target stiffness is good, etc.
If anyone has a sample file, I'd definitely appreciate it. Thanks!
Technical Discussion » Deadline constantly increasing sim time
- Midasssilver
- 310 posts
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Figured out that Deadline isn't meant to split sims between multiple nodes. Every time it tries to write a frame, it has to sim up to the previous frame number, creating an excessive sim time.
Problem solved
Problem solved
Technical Discussion » Pyro visible in viewport but nothing renders
- Midasssilver
- 310 posts
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I looked at it too and couldn't find anything wrong. Must be frustrating. Sorry I couldn't help more.
Technical Discussion » Deadline constantly increasing sim time
- Midasssilver
- 310 posts
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I have ran into this issue multiple times while simming on Deadline, where the sim time gets progressively longer every frame, even though the cache size stays the same and the fluid container shrinks. I feel like there is some miscommunication between Houdini and Deadline which is causing this issue, but it makes sims with long frame lengths excruciatingly long. If anyone has encountered this before and can provide insight, I would very much appreciate it.
Thanks!
Thanks!
Edited by Midasssilver - May 17, 2018 14:01:47
Technical Discussion » houdini origami
- Midasssilver
- 310 posts
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Wish I could help. I was planning on doing something like this too. Props for the idea!
Technical Discussion » Boolean not working with PolyExtrude
- Midasssilver
- 310 posts
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Would need to see the geometry, but there are a few rules for making sure you have clean geometry that is good for boolean fractures.
Technical Discussion » exponential sim time?
- Midasssilver
- 310 posts
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The source is certainly dying, and most of the volume exits the bounds of the fluid container, so there shouldn't be a permanent increase in sim time. Furthermore, RAM isn't a problem on my workstation. I'll post a scene file when the issue comes up again, and I have one I can share.
Thanks!
Thanks!
Technical Discussion » exponential sim time?
- Midasssilver
- 310 posts
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Hello,
I have experienced on multiple occasions that sim time increases exponentially, even though the fluid container isn't growing. I would expect that as the container shrinks to match the dynamic resizing, the sim time should reflect that, instead of growing larger at an exponential rate. I would provide a scene file, but I feel like this problem is pretty general. If anyone has any insights as to why this happens, or tips on how to avoid/improve it, I would appreciate it.
Thanks!
I have experienced on multiple occasions that sim time increases exponentially, even though the fluid container isn't growing. I would expect that as the container shrinks to match the dynamic resizing, the sim time should reflect that, instead of growing larger at an exponential rate. I would provide a scene file, but I feel like this problem is pretty general. If anyone has any insights as to why this happens, or tips on how to avoid/improve it, I would appreciate it.
Thanks!
Technical Discussion » Attribute transfer with persistant effect
- Midasssilver
- 310 posts
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Def go with the solver sop. Inside, add the color of the previous frame to the color at the current frame.
Technical Discussion » Basic Fluid Meshing Problem
- Midasssilver
- 310 posts
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Technical Discussion » Fireball help?
- Midasssilver
- 310 posts
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I'm working on a fireball like in the following link:
https://www.a10networks.com/sites/default/files/styles/blog_post_large__770x340_/public/fireball-blog.jpg?itok=WEezZZKy [www.a10networks.com]
I wanted to see if anyone had any tips regarding how to achieve this look. There are very distinct licks in this fireball, as well as a large amount of noise breaking up the source. Even information about what source would create something like this would help. At the moment, I have a noisy sphere, with a few tendrils of fuel, but the shape of the fireball needs a lot of work. Any theory help would really be appreciated.
Thank you
https://www.a10networks.com/sites/default/files/styles/blog_post_large__770x340_/public/fireball-blog.jpg?itok=WEezZZKy [www.a10networks.com]
I wanted to see if anyone had any tips regarding how to achieve this look. There are very distinct licks in this fireball, as well as a large amount of noise breaking up the source. Even information about what source would create something like this would help. At the moment, I have a noisy sphere, with a few tendrils of fuel, but the shape of the fireball needs a lot of work. Any theory help would really be appreciated.
Thank you
Technical Discussion » First frame slow?
- Midasssilver
- 310 posts
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Technical Discussion » First frame slow?
- Midasssilver
- 310 posts
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Thanks for the reply. It is definitely dependent on my scene, as it doesn't happen in a blank scene, so I'm confident it isn't a version issue. It's just weird when the first frame takes a long time, but after that, the sim runs at a “normal” speed
Technical Discussion » First frame slow?
- Midasssilver
- 310 posts
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I have run into a problem with some of my simulations where the first frame takes forever to compute, even freezing my scene, but if it does make it past the first frame, then it runs a lot faster. Any tips on why this could be happening?
My instincts tell me it is a combination of the initial size of the fluid container + the resolution. Still, I would like to optimize if possible, to reduce this start frame time.
My instincts tell me it is a combination of the initial size of the fluid container + the resolution. Still, I would like to optimize if possible, to reduce this start frame time.
Edited by Midasssilver - Feb. 7, 2018 15:17:41
Technical Discussion » Boolean Fracture Alembic Export Workflow
- Midasssilver
- 310 posts
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Hi there, yes I have tried to separate the mesh, but it still treats the mesh like a single object. I've attached a hip file here, for anyone who's willing to take a look and try to help.
Thanks!
Thanks!
Technical Discussion » Boolean Fracture Alembic Export Workflow
- Midasssilver
- 310 posts
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I have a simple boolean fracture sure, but when I export with an alembic rop, I get the mesh in Maya as a single object. Does anyone have an example file with proper Alembic export parameters? I will post a hip file myself when I get home in 2 hours. Any help would be appreciated. I've already spent over 6 hours trying to different export options.
Technical Discussion » Stop high velocity RBD Fractured Object
- Midasssilver
- 310 posts
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There are two tips I have for this. First, make sure that the pieces will come to a stop without any extra forces at play. Disable all other forces other than gravity. Do your pieces stop moving? If they do, then you might be adding forces to the sim incorrectly, so they have a perpetual motion you want to eliminate.
Secondly, the Linear and Angular threshold parameters can be increased, to change the velocity at which the shards are considered not-moving. Increasing this value gave me the best result. Hope this helps.
Secondly, the Linear and Angular threshold parameters can be increased, to change the velocity at which the shards are considered not-moving. Increasing this value gave me the best result. Hope this helps.
Technical Discussion » Need help with this quick vex
- Midasssilver
- 310 posts
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You are the man! Thanks! I will dissect your code, and hopefully learn a lot. Many thanks.
Technical Discussion » Need help with this quick vex
- Midasssilver
- 310 posts
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