Hi Guys,
So I've managed to create a group in VOPS using a ‘Set Attribute’ just can't figure out how to actually add points etc. to that group. It seems to require an integer for input but I can't figure out what to do. I've got a screen grab where you can see I'm creating green points once Y is above a certain value, would just like to add that selection to the group I've created here in VOPS.
As always any help would be fantastic
Found 32 posts.
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Technical Discussion » Groups in VOPS (adding in points etc) SOLVED
- Ben Watts
- 32 posts
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Technical Discussion » I wanted to love you VDB fluid meshing, but...
- Ben Watts
- 32 posts
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Haha, I feel you here mate. I've only tried meshing viscous stuff so far and VDB was giving me hell. The tips in the thread below pretty much got things back to the stability of the older surfacer for me.
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=37640 [sidefx.com]
All the best
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=37640 [sidefx.com]
All the best
Technical Discussion » Viscous FLIP tendrils
- Ben Watts
- 32 posts
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Alright so I've tried all of the above suggestions with no luck unfortunately. Still can't manage to get a blend of nice tendrils with varied low & high viscosity like in the example I posted. Currently I'm using a per particle multiplier to ramp up the viscosity once a certain geo object transfers attributes to set it off using a sop solver.
I think the way his heat map decays has a lot to with it, there looks to be more to it than a simple ramp in viscosity, not 100% sure though.
I think the way his heat map decays has a lot to with it, there looks to be more to it than a simple ramp in viscosity, not 100% sure though.
Technical Discussion » Viscous FLIP tendrils
- Ben Watts
- 32 posts
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Cheers guys will try all these suggestions and post If I can solve it. Love that Naiad result
Technical Discussion » Viscous FLIP tendrils
- Ben Watts
- 32 posts
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Hi Guys,
Still playing with variable viscosity FLIP but I'm having some trouble with snapping when the fluids become more viscous creating stray dropping particles. Any idea how to keep the viscous particles together creating cool strands like you see in this video. None of the hardening strands break in this example.
https://vimeo.com/53343863 [vimeo.com]
Thanks
Still playing with variable viscosity FLIP but I'm having some trouble with snapping when the fluids become more viscous creating stray dropping particles. Any idea how to keep the viscous particles together creating cool strands like you see in this video. None of the hardening strands break in this example.
https://vimeo.com/53343863 [vimeo.com]
Thanks
Technical Discussion » Viscous FLIP mesh flicker with VDB
- Ben Watts
- 32 posts
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Technical Discussion » FLIP sim for quick feedback
- Ben Watts
- 32 posts
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Technical Discussion » Viscous FLIP mesh flicker with VDB
- Ben Watts
- 32 posts
- Offline
Hi Guys,
Just thought I'd ask about this one, unfortunately I don't have a file or renders to show right now.
I've been creating some high visc FLIP stuff lately and after tweaking every setting cannot get the newer VDB meshing method flicker free without pops here and there, I've tried particle counts from 500k - 2mil+ and still get these nasty little join pops. I've tweaked everything (VDB smooth etc) but cannot replicate the clean mesh results I can achieve with the older particle surface node.
Just curious as to the benefits of VDB for particle meshing and if any of you guys have come across the same issue or have solved this.
Thanks heaps
Just thought I'd ask about this one, unfortunately I don't have a file or renders to show right now.
I've been creating some high visc FLIP stuff lately and after tweaking every setting cannot get the newer VDB meshing method flicker free without pops here and there, I've tried particle counts from 500k - 2mil+ and still get these nasty little join pops. I've tweaked everything (VDB smooth etc) but cannot replicate the clean mesh results I can achieve with the older particle surface node.
Just curious as to the benefits of VDB for particle meshing and if any of you guys have come across the same issue or have solved this.
Thanks heaps
Technical Discussion » How do you create groups in an attribute VOP?
- Ben Watts
- 32 posts
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Technical Discussion » How do you create groups in an attribute VOP?
- Ben Watts
- 32 posts
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Hi Guys,
I tried searching this one and had no luck. For the life of me I cannot figure out how to create groups of points etc. in the attribute VOP. Would like to know how, then I'd able to replicate what you'd do out in SOPS with the standard group node (but in VOPS)
Thanks - any help would be awesome!
I tried searching this one and had no luck. For the life of me I cannot figure out how to create groups of points etc. in the attribute VOP. Would like to know how, then I'd able to replicate what you'd do out in SOPS with the standard group node (but in VOPS)
Thanks - any help would be awesome!
Technical Discussion » Animated Cd affecting and sticking to FLIP particles
- Ben Watts
- 32 posts
- Offline
Wow Johner,
Thank you so much dude, I was super close to the attrib copy method you've shown here. Had no idea what the difference was
I appreciate you showing me multiple methods also, the wrangle stuff looks great, a bit over my head at this stage but I'll definitely try to start using them in my setup's.
You're a champ
Thank you so much dude, I was super close to the attrib copy method you've shown here. Had no idea what the difference was
I appreciate you showing me multiple methods also, the wrangle stuff looks great, a bit over my head at this stage but I'll definitely try to start using them in my setup's.
You're a champ
Technical Discussion » Animated Cd affecting and sticking to FLIP particles
- Ben Watts
- 32 posts
- Offline
Hi Guys,
Wondering if I can somehow have an animated noise map affect my FLIP sim then once that happens the FLIP particles can inherit that new color also for their remaining life. In the attached file you can see I've got the color being read in via a sop solver but of course that color doesn't follow along with the particles once it's been read in. Any help would be great, very new to Houdini here
Cheers,
Ben.
Wondering if I can somehow have an animated noise map affect my FLIP sim then once that happens the FLIP particles can inherit that new color also for their remaining life. In the attached file you can see I've got the color being read in via a sop solver but of course that color doesn't follow along with the particles once it's been read in. Any help would be great, very new to Houdini here
Cheers,
Ben.
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