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Technical Discussion » Debris simulation issue!
- Berk_Erdag
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Just as Jikian said, your file doesn't load so couldn't check the hip. However, I think there is a collision issue with the debris. Try to change them to convex hull or concave. Or I realized that in the debris_sim, your static objects do not have use deforming geo ticked, so they are probably seeing the wall on its first frame and colliding with it right away. Try to set them to deforming objects, see if it changes anything.
Houdini Indie and Apprentice » Bullet impacts effect
- Berk_Erdag
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You got to think realistic on this one. If you want the destruction to feel like there are different layers then you need to model those different layers, fracture them based on their shapes/structures. Then constraint them to each other. Do your sim and it'll look like you want it to be.
I haven't watched them but maybe the tutorial series from Houdini might help: https://www.youtube.com/watch?v=5vSMTNyrUHk [www.youtube.com]
If you can spend some money then these look awesome and am sure they'll help you:
https://www.cgmasteracademy.com/courses/25-mastering-destruction-in-houdini/ [www.cgmasteracademy.com]
https://www.pluralsight.com/courses/houdini-architectural-destruction [www.pluralsight.com]
I haven't watched them but maybe the tutorial series from Houdini might help: https://www.youtube.com/watch?v=5vSMTNyrUHk [www.youtube.com]
If you can spend some money then these look awesome and am sure they'll help you:
https://www.cgmasteracademy.com/courses/25-mastering-destruction-in-houdini/ [www.cgmasteracademy.com]
https://www.pluralsight.com/courses/houdini-architectural-destruction [www.pluralsight.com]
Houdini Indie and Apprentice » Alembic import-export
- Berk_Erdag
- 86 posts
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Happy that Space+G is useful but sorry to hear that the alembic is nowhere to be found. Again try with a simple object from Blender, like a box or a sphere. Maybe there is an issue with the export.
I am not sure if you can export the mesh and white water together into one alembic. But it shouldn't be that big of a burden since you have to export mesh and whitewater, which means just two alembic files.
If you want the Flip sim to simulate particles then turn it into a mesh, then simulate the white water step by step you can use the Fetch node inside ROPs. You can place as many Fetch ROPs as you need, plug them into each other step by step (for example you shouldn't plug the white water before the flip sim since the white water is based on the flip particles.) You need to select the file cache's of your simulations inside the Fetch ROPs source. Keep in mind that you have to select the render(parm) (when you click the + icon near the filecache it is visible)option of the filecaches not the filecache itself. Select the last node, click on the purple flag, choose Node by node in the Order option. I suggest before simulating for hours/days try a test first with Fetchs.
However, I think baking one simulation then checking if everything is correct then moving onto the other part -especially in Flip- is much better but of course it is my choice.
I am not sure if you can export the mesh and white water together into one alembic. But it shouldn't be that big of a burden since you have to export mesh and whitewater, which means just two alembic files.
If you want the Flip sim to simulate particles then turn it into a mesh, then simulate the white water step by step you can use the Fetch node inside ROPs. You can place as many Fetch ROPs as you need, plug them into each other step by step (for example you shouldn't plug the white water before the flip sim since the white water is based on the flip particles.) You need to select the file cache's of your simulations inside the Fetch ROPs source. Keep in mind that you have to select the render(parm) (when you click the + icon near the filecache it is visible)option of the filecaches not the filecache itself. Select the last node, click on the purple flag, choose Node by node in the Order option. I suggest before simulating for hours/days try a test first with Fetchs.
However, I think baking one simulation then checking if everything is correct then moving onto the other part -especially in Flip- is much better but of course it is my choice.
Technical Discussion » VOLUME RENDER ISSUE
- Berk_Erdag
- 86 posts
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Great news! Glad I could help.
Also don't forget about the BFECC, in some cases it helps tremendously.
Also don't forget about the BFECC, in some cases it helps tremendously.
Houdini Indie and Apprentice » Alembic import-export
- Berk_Erdag
- 86 posts
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Hi.
To fix your import issue; try to put an Alembic SOP in Houdini and then point it at the abc file. Also try to use File > Import> Alembic Scene.
I bring in abc's from Blender to Houdini all the time. So maybe the object is there but it is huge or very small. After importing hit Space+G to center the camera on object.
If these do not work try to bring it as an OBJ or an FBX. If they are also not visible, maybe there is a problem with the model? Try importing a simple geometry like a cube or a sphere.
To fix your import issue; try to put an Alembic SOP in Houdini and then point it at the abc file. Also try to use File > Import> Alembic Scene.
I bring in abc's from Blender to Houdini all the time. So maybe the object is there but it is huge or very small. After importing hit Space+G to center the camera on object.
If these do not work try to bring it as an OBJ or an FBX. If they are also not visible, maybe there is a problem with the model? Try importing a simple geometry like a cube or a sphere.
Houdini Indie and Apprentice » Animated object falls in Flip Tank even after Feedback.
- Berk_Erdag
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I checked your scene again and the ship moves upwards because there is 20 velocity on your RBD objects. By hand animate I mean putting a transform after the ship and keyframing it, just like you said you did in Maya. The animation you did inside Maya is not working in the RBD objects.
Check out the hipnc I attached. I brought your ship pieces into a geo, turned it into a VDB and then made it a deforming object inside the Flip sim. That way the animation you did inside Maya is there. And VDB collisions will give you a better result. And no more moving/breaking pieces!
Maybe give this video a try: https://www.youtube.com/watch?v=Jpcf-Ayvj78 [www.youtube.com]
I didn't watch it but heard that it helps a lot with these kind of simulations.
Check out the hipnc I attached. I brought your ship pieces into a geo, turned it into a VDB and then made it a deforming object inside the Flip sim. That way the animation you did inside Maya is there. And VDB collisions will give you a better result. And no more moving/breaking pieces!
Maybe give this video a try: https://www.youtube.com/watch?v=Jpcf-Ayvj78 [www.youtube.com]
I didn't watch it but heard that it helps a lot with these kind of simulations.
Houdini Indie and Apprentice » Super fine, silty sand possible with POP grains?
- Berk_Erdag
- 86 posts
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I think you should try using Vellum for such an effect.
Check these tutorials out:
https://www.youtube.com/watch?v=hQN5pUrYjKQ [www.youtube.com]
https://www.youtube.com/watch?v=AGPug-p_M2s [www.youtube.com]
https://www.youtube.com/watch?v=lAor5pTZyvw [www.youtube.com]
Check these tutorials out:
https://www.youtube.com/watch?v=hQN5pUrYjKQ [www.youtube.com]
https://www.youtube.com/watch?v=AGPug-p_M2s [www.youtube.com]
https://www.youtube.com/watch?v=lAor5pTZyvw [www.youtube.com]
Houdini Indie and Apprentice » scatter geo on fractured object
- Berk_Erdag
- 86 posts
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Hi!
I did a very simple test. Basically I used attribute interpolate and timeshift to hold the scattered points on the fractured geo. (see the screenshot below)
Also check out the hip file. Hopefully it'll help in your case too.
I did a very simple test. Basically I used attribute interpolate and timeshift to hold the scattered points on the fractured geo. (see the screenshot below)
Also check out the hip file. Hopefully it'll help in your case too.
Houdini Indie and Apprentice » Animated object falls in Flip Tank even after Feedback.
- Berk_Erdag
- 86 posts
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Hi.
I checked your scene and the ship is doing what it is supposed to do with the Velocity. After a while gravity takes over and it starts to fall back down.
I am not sure what you are trying to achieve but wouldn't it be better to hand animate the ship then make it a static collision? Will give you much better control and VDB collisions will help you with the splashes. Your model also won't break into pieces that way.
I checked your scene and the ship is doing what it is supposed to do with the Velocity. After a while gravity takes over and it starts to fall back down.
I am not sure what you are trying to achieve but wouldn't it be better to hand animate the ship then make it a static collision? Will give you much better control and VDB collisions will help you with the splashes. Your model also won't break into pieces that way.
Houdini Indie and Apprentice » RBD CONSTRAINTS HELP!!!
- Berk_Erdag
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You can put an RBDConfigure at the end of the Temple chain, enable the Active option in it and use bounds. Place the bounding object to catch the lower part of the building and make it inactive (set Active to 0). So that the lower pieces won't be simulated hence won't move your tower.
Technical Discussion » Particles not rendering correctly
- Berk_Erdag
- 86 posts
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Your scene is pretty big and I couldn't check it all. But a quick look at it, made me think that it looks like an Alpha issue. Try to set the Alpha to 1 at the end of the chain and render it. See if it helps.
If that is the case then playing around with age and Alpha or Alpha ramps will get the job done.
Also just like Midasssilver suggested pscale might be the issue, again setting pscale to 1 at the end and rendering to see if the problem is gone will help. Then you can go back and adjust it to your liking.
If that is the case then playing around with age and Alpha or Alpha ramps will get the job done.
Also just like Midasssilver suggested pscale might be the issue, again setting pscale to 1 at the end and rendering to see if the problem is gone will help. Then you can go back and adjust it to your liking.
Technical Discussion » VOLUME RENDER ISSUE
- Berk_Erdag
- 86 posts
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This is most commonly caused by Turbulence or Disturbance fields. Try to play around with their power a little, maybe pulse length and block size can help you.
Another way to get rid of them is to go to the Advanced Tab in your PyroSolver, under the advection tab you can set the Advection Scheme to BFECC.
Hopefully they'll fix your issues. Worked on my scenes a couple of times.
Another way to get rid of them is to go to the Advanced Tab in your PyroSolver, under the advection tab you can set the Advection Scheme to BFECC.
Hopefully they'll fix your issues. Worked on my scenes a couple of times.
Technical Discussion » How to stop vellum simulation at a certain frame?
- Berk_Erdag
- 86 posts
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If I understand you correctly, you can just put a timeshift node after the vellum sim. Inside the timeshift, delete the expression in the Frame and set it to the desired frame number.
Or maybe you can sim your vellum simulation and put a file cache after it. Write the desired frame to the disk. Then you can load it and start working on your model.
Or maybe you can sim your vellum simulation and put a file cache after it. Write the desired frame to the disk. Then you can load it and start working on your model.
Houdini Lounge » flip fluid more upward splash?
- Berk_Erdag
- 86 posts
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In your Flipsolver, increasing Force Scale inside the Volume Motion tab might fix your issue. Or again in Volume Motion, you can find Collisions tab down below, there you can increase Velocity Scale and decrease Surface Extrapolation like NickTesta mentioned.
Houdini Lounge » does this speed up fluid simulations?
- Berk_Erdag
- 86 posts
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Technical Discussion » voronoi Fracture pieces
- Berk_Erdag
- 86 posts
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I am not sure if I understand you correctly and if you are looking for the screenshot below, I basically packed the fractured geo with an assemble SOP. Then put some geometries with mountain SOPs around the corners to select a few points and delete them. Or chose some by hand and just blasted them.
Check out the hip file.
Check out the hip file.
Edited by Berk_Erdag - July 8, 2021 06:31:15
Technical Discussion » Crowd solver transition not using random offset
- Berk_Erdag
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Houdini Lounge » Any rumours of Houdini 19?
- Berk_Erdag
- 86 posts
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Houdini Lounge » Particles won't collide with collider GEO
- Berk_Erdag
- 86 posts
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I see what you mean vusta. I used to make the collisions like that but it still sometimes do not work that way, don't know why it doesn't. I also think VDBs are much more efficient so I go with it.
Also in Nikodim Fomich's case since he had a deforming and animated colliders, VDB worked great.
Also in Nikodim Fomich's case since he had a deforming and animated colliders, VDB worked great.
Work in Progress » Modelling of Mjolnir Hammer
- Berk_Erdag
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