try these steps:
calculate velocity for collider geo before sim,
and then increase the substeps, for example 4 or higher.
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Technical Discussion » Flip fluid falling through moving collider
- Benyee
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Technical Discussion » Get String of Edge Group like this: p36-37-38 p12-13
- Benyee
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In this situation I think you can try coding in vex like this for getting the string.
Hope this helps.
Hope this helps.
function int[] unique_elements(int arr_orig[]) { int arr[]=sort(arr_orig); for (int i=0;i<len(arr);i++) { while(arr[i]==arr[i+1]) pop(arr,i); } return arr; } function string[] get_uniq_elements(string array[]) { // int size=len(array); for(int i=0;i<size;i++) { for(int j=i+1;j<size;j++) { if(array[i]==array[j]) { array[i]==array[j]; for(int k=j;k<size-1;k++) { array[k]=array[k+1]; } size--; j--; } } } // string uniq_array[]; for(int i=0;i<size;i++) { push(uniq_array,array[i]); } return uniq_array; } //---------------------------------------------- // int tmp_pts[]=expandedgegroup(0,'ppp'); int pts[]=unique_elements(tmp_pts); //int nb_pts2[]; string edges[],edge; foreach(int pt;pts) { int nb_pts[]=neighbours(0,pt); for(int i=0;i<len(nb_pts);i++) { if(find(pts,nb_pts[i])>=0) { edge = sprintf("p%g-%g ", min(pt, nb_pts[i]), max(pt, nb_pts[i])); if (inedgegroup(0, "ppp", min(pt, nb_pts[i]), max(pt, nb_pts[i]))) push(edges,edge); } } } string edges2[]=get_uniq_elements(edges); printf("%d\n",len(edges2)); printf("-----------------\n"); string grp_edges=""; foreach(string cur_edge;edges2) { grp_edges+=cur_edge; } s@grp_edges=grp_edges;
Edited by Benyee - June 19, 2023 11:26:41
Technical Discussion » How to add substeps to the motion of a vdb after caching
- Benyee
- 56 posts
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Why set the substeps to 10? I think you may not have 10 available interpolated cache geo to reference by retime node.
So 1 for substeps should be you need, and I just post a simple file, hope it helps.
So 1 for substeps should be you need, and I just post a simple file, hope it helps.
Technical Discussion » RBD Keyframe Active?
- Benyee
- 56 posts
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I haven't used this node for a long time, so I could not give a proper explanation but I remember there is a example file in the help docs.
example... [www.sidefx.com]
example... [www.sidefx.com]
Edited by Benyee - June 18, 2023 06:25:28
Technical Discussion » Vellum Glue - Rotations
- Benyee
- 56 posts
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If you don't mind changing the topo of the geo, you can try to fuse those overlapping points before sim.
Technical Discussion » Baking smoke cache
- Benyee
- 56 posts
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Instead of caching smoke geo directly, you should try writing out the sim data by checking on the "save checkpoints" of you DOPNetwork node.
Technical Discussion » Pyro: Large dust field
- Benyee
- 56 posts
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Technical Discussion » Applying carved line with easing to "bornFrame" attribute
- Benyee
- 56 posts
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Dean_19use particle
It works as the fit and the carve are a linear mapping. It breaks when I apply easing on to the carve.
Edited by Benyee - Nov. 10, 2022 22:35:46
Technical Discussion » HairGen spins around simulated guide hair.
- Benyee
- 56 posts
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Currently using wire deform could be a workaround
Edited by Benyee - Nov. 2, 2022 07:13:19
Technical Discussion » Set boundary voxels density
- Benyee
- 56 posts
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you can sample distance from the box for each voxel and use the distance value to make border volume
hope it helps
hope it helps
Technical Discussion » Update attribute only once
- Benyee
- 56 posts
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anujraghavit seems the similar issue with this one,there might be some useful infomations
but somehow it gets updated every frame and its value is always current frame and is not locked to initial value.
Using a solver in Rbd Disconnected Faces [forums.odforce.net]
Edited by Benyee - Oct. 4, 2022 12:20:16
Technical Discussion » Poly Bevel issue with extruded object.
- Benyee
- 56 posts
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In this case the n-sided polygons seem to cause the problem,not sure,but you can try triangulating them with remesh/divide SOP before extruding
Technical Discussion » Keeping unhidden nodes visible forever?
- Benyee
- 56 posts
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try creating hscript file 456.cmd in your $HOME/houdniversion/scripts,
and add some stuff you want, say, opunhide Sop *
and add some stuff you want, say, opunhide Sop *
Edited by Benyee - Sept. 30, 2022 19:16:21
Technical Discussion » Deforming Mesh to Match Animation
- Benyee
- 56 posts
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Tim-FraserBlendshape transfer possible [forums.odforce.net]
a simple example would be if I had two of the test pig heads, one with the original topology which is shaking it's head 'no' and the other which is static and has had it's nose stretched longer. How would I be able to take those two meshes and apply the head shake motion to the stretched nose pig?
and I guess you can refer to this post,hope it helps
Technical Discussion » VDB double to VDB float
- Benyee
- 56 posts
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try just using "convertVDB" SOP with settings like this:
convert to: VDB
VDB Precision: 32bit
convert to: VDB
VDB Precision: 32bit
Technical Discussion » penetrating through ground
- Benyee
- 56 posts
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some collision shape of those extremely thin and sharp pieces disappeared as the default "margin" value was tooo big in this case,
so try setting this value to 0 or .0001,
/obj/tube1/rbdbulletsolver1/"Collision Padding" in "Properties" tab(attention,not the one in "collision" tab)
so try setting this value to 0 or .0001,
/obj/tube1/rbdbulletsolver1/"Collision Padding" in "Properties" tab(attention,not the one in "collision" tab)
Technical Discussion » Flip Splash leaves little drops almost static in the air
- Benyee
- 56 posts
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AndreasObergtry obj/geo1/fliptank1:Grid Scale with 1.5?hope it helps
looks a bit like a drop on a window slowly falling down. Any idea what is going on?
Technical Discussion » Vellum rippling/jittering troubleshooting
- Benyee
- 56 posts
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I think use a mesh with lower resolution to simulate could be better,
for your scene file,I did these adjustments for reducing jittering,
I just tweaked some parameters like stretch damping ratio and bend stiffness of cloth,
and I added a shapematch with a very low value,
then some other adjustments for the solver as well,
see the marked nodes,hope it helps
for your scene file,I did these adjustments for reducing jittering,
I just tweaked some parameters like stretch damping ratio and bend stiffness of cloth,
and I added a shapematch with a very low value,
then some other adjustments for the solver as well,
see the marked nodes,hope it helps
Technical Discussion » Adding additional NURBS curves to a NURBS surface
- Benyee
- 56 posts
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for extracting curve form surface,you can try couple of steps like this:
group the nurbs hull you want as "edge";
use "lab edge group to curve" to extract the curve(polygon);
then convert the curve to nurbs
group the nurbs hull you want as "edge";
use "lab edge group to curve" to extract the curve(polygon);
then convert the curve to nurbs
Edited by Benyee - Sept. 13, 2022 23:39:25
Technical Discussion » RBDs floating on FLIP-Fluid issue
- Benyee
- 56 posts
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