Hi guys,
I have two RBD objects, floating on FLIP-fluid. I set the Density (mass) to 400 (lower than the fluid mass).
When two objects are of the same amount of mass, they have to react in the same way, right? I mean in this case, they have to stay on the surface.
The problem is the bigger object stays on the surface, but the smaller one sinks into the fluid:
- How can I fix it?
- How can I set the density(mass) in the SOP level (as an RBD source)?
Thanks for helping.
Found 407 posts.
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Technical Discussion » RBDs floating on FLIP-Fluid issue
- Masoud
- 407 posts
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Technical Discussion » Point Snapping issue
- Masoud
- 407 posts
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Hello guys
I set the "Attribute Adjust Float" pattern type to "Line" mode and I tried to put its control points on some specific points on the geometry, using "Point Snapping", but the problem is it doesn't snap to points!
Is this a bug?
Thanks, for helping.
I set the "Attribute Adjust Float" pattern type to "Line" mode and I tried to put its control points on some specific points on the geometry, using "Point Snapping", but the problem is it doesn't snap to points!
Is this a bug?
Thanks, for helping.
Technical Discussion » How can I increase more and more details in a pyro sim?
- Masoud
- 407 posts
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Technical Discussion » How can I increase more and more details in a pyro sim?
- Masoud
- 407 posts
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Technical Discussion » How can I increase more and more details in a pyro sim?
- Masoud
- 407 posts
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Hello guys,
Please take a look at the image below.
I'm looking for the all options that help me to add maximum details to my pyro(fire) simulation.
In the smoke object, I tried to use a higher "Voxel size" resolution, but it doesn't help that much.
I would appreciate any ideas.
Please take a look at the image below.
I'm looking for the all options that help me to add maximum details to my pyro(fire) simulation.
In the smoke object, I tried to use a higher "Voxel size" resolution, but it doesn't help that much.
I would appreciate any ideas.
Technical Discussion » How can I control the Color and Alpha in a Pyro sim?
- Masoud
- 407 posts
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Technical Discussion » How can I control the Color and Alpha in a Pyro sim?
- Masoud
- 407 posts
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Here is my test scene and so far, I tried this:
1) I created a (vector point) attribute called "absorption".
2) I added this attribute's name to the "Volume Rasterize Attribute", attributes list, to create a volume called "absorption"
3) In the "volume source" node of my pyro DOP, I added "absorption" as the source and target field (as vector type).
4) I add a "VDB vector merge" node before my pyro material node.
5) In the RS Volume material, I add "absorption name into the color channel.
But it doesn't work..! How can I fix it?
1) I created a (vector point) attribute called "absorption".
2) I added this attribute's name to the "Volume Rasterize Attribute", attributes list, to create a volume called "absorption"
3) In the "volume source" node of my pyro DOP, I added "absorption" as the source and target field (as vector type).
4) I add a "VDB vector merge" node before my pyro material node.
5) In the RS Volume material, I add "absorption name into the color channel.
But it doesn't work..! How can I fix it?
Technical Discussion » How can I control the Color and Alpha in a Pyro sim?
- Masoud
- 407 posts
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Hello guys,
How can I control the Color and the Alpha of a pyro sim, using some attributes like Cd and Alpha?
I mean I would like to use those attributes to change some parts of the pyro sim look.
I will render this in Redshift...
Thanks for helping.
How can I control the Color and the Alpha of a pyro sim, using some attributes like Cd and Alpha?
I mean I would like to use those attributes to change some parts of the pyro sim look.
I will render this in Redshift...
Thanks for helping.
Technical Discussion » RBD fractured objects issue!
- Masoud
- 407 posts
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Hello guys,
In an RBD simulation, I would like to control the transform/rotation of the elements, to stop them from moving forever. The fractures travel too far away..!
I tried to use the "Drag" node, but it's hard to achieve the right value in its parameters!
So what's the best solution to fix it?
Actually, I want to achieve a falling behavior like what they made in this TVC:
https://www.youtube.com/watch?v=QbmW76Cp4s8 [www.youtube.com]
Thanks for helping.
In an RBD simulation, I would like to control the transform/rotation of the elements, to stop them from moving forever. The fractures travel too far away..!
I tried to use the "Drag" node, but it's hard to achieve the right value in its parameters!
So what's the best solution to fix it?
Actually, I want to achieve a falling behavior like what they made in this TVC:
https://www.youtube.com/watch?v=QbmW76Cp4s8 [www.youtube.com]
Thanks for helping.
Edited by Masoud - March 18, 2022 05:26:37
Technical Discussion » How can I limit or stop the rotation of the rigid body geo?
- Masoud
- 407 posts
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Technical Discussion » How can I limit or stop the rotation of the rigid body geo?
- Masoud
- 407 posts
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Hi guys,
In a simple rigid-body simulation, I set the "Active" attribute of my animated object from 0 to 1.
How can I limit the inherited velocity (v@w, torque) of rigid body objects?
I mean I don't want them to spin and rotate after becoming rigid body!
Thanks for helping.
In a simple rigid-body simulation, I set the "Active" attribute of my animated object from 0 to 1.
How can I limit the inherited velocity (v@w, torque) of rigid body objects?
I mean I don't want them to spin and rotate after becoming rigid body!
Thanks for helping.
Technical Discussion » Fluid-RBD interaction issue!
- Masoud
- 407 posts
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Hello
I would like to create a Fluid-RBD interaction. But as you can see in the image below, the fluid pushes the rigid body so strongly.
I need the rigid body to be a little bit heavy and to float on the fluid, based on its mass attribute.
(Decreasing the "Feedback Scale", didn't help).
Thanks for helping.
I would like to create a Fluid-RBD interaction. But as you can see in the image below, the fluid pushes the rigid body so strongly.
I need the rigid body to be a little bit heavy and to float on the fluid, based on its mass attribute.
(Decreasing the "Feedback Scale", didn't help).
Thanks for helping.
Houdini Lounge » We really need a simulation system like IPC in Houdini
- Masoud
- 407 posts
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Hello;
We really need a simulation system like "Incremental Potential Contact (IPC)" in Houdini:
https://ipc-sim.github.io/ [ipc-sim.github.io]
https://www.youtube.com/watch?v=KZhoU_3k0Nk [www.youtube.com]
Do you agree?
We really need a simulation system like "Incremental Potential Contact (IPC)" in Houdini:
https://ipc-sim.github.io/ [ipc-sim.github.io]
https://www.youtube.com/watch?v=KZhoU_3k0Nk [www.youtube.com]
Do you agree?
Technical Discussion » VEX: I need to cluster some point islands, cluster center...
- Masoud
- 407 posts
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Hi Konstantin,
Awesome!
Thank you very much.
Can you tell me how can I assign a cluster attribute value to each group of them?
Awesome!
Thank you very much.
Can you tell me how can I assign a cluster attribute value to each group of them?
Edited by Masoud - Dec. 19, 2021 06:19:50
Technical Discussion » VEX: I need to cluster some point islands, cluster center...
- Masoud
- 407 posts
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Hello guys,
As you can see in the image below, in a bunch of points islands, I need these things, using VEX:
1) I want to apply random color to each point island (cluster).
2) I want to group each cluster’s (averaged) center points.
I tried several ways without success
I would appreciate any ideas.
Thanks for helping.
As you can see in the image below, in a bunch of points islands, I need these things, using VEX:
1) I want to apply random color to each point island (cluster).
2) I want to group each cluster’s (averaged) center points.
I tried several ways without success
I would appreciate any ideas.
Thanks for helping.
Technical Discussion » Issue with fluid simulation with two "Densities"!
- Masoud
- 407 posts
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Hello guys,
As you know, the default attribute value of "Density" in Flip-Fluid is 1000. Now, in a simulation with two amounts of "Densities" (e.g 1000 and 100), what is the best way to speed up the rising speed of low-density fluid particles? I want to force them to reach the fluid surface as fast as possible (maybe something like the buoyancy parameter, in the pyro solver).
Thanks for helping.
As you know, the default attribute value of "Density" in Flip-Fluid is 1000. Now, in a simulation with two amounts of "Densities" (e.g 1000 and 100), what is the best way to speed up the rising speed of low-density fluid particles? I want to force them to reach the fluid surface as fast as possible (maybe something like the buoyancy parameter, in the pyro solver).
Thanks for helping.
Edited by Masoud - Nov. 28, 2021 01:33:38
Technical Discussion » How can I affect the smoke by a cloth?
- Masoud
- 407 posts
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Hi guys
In a dynamic simulation, I deformed a cloth by smoke, but I can't find a way to affect the smoke by the cloth.
Any idea?
Thanks for helping.
In a dynamic simulation, I deformed a cloth by smoke, but I can't find a way to affect the smoke by the cloth.
Any idea?
Thanks for helping.
Technical Discussion » How can I prevent the Grains from shrinking?
- Masoud
- 407 posts
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Hi guys,
I found this helpful document on the SideFX help page:
https://www.sidefx.com/docs/houdini/grains/stablepile.html [www.sidefx.com]
I found this helpful document on the SideFX help page:
https://www.sidefx.com/docs/houdini/grains/stablepile.html [www.sidefx.com]
Technical Discussion » How can I prevent the Grains from shrinking?
- Masoud
- 407 posts
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Technical Discussion » How can I prevent the Grains from shrinking?
- Masoud
- 407 posts
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Hi guys,
I need the grains to preserve their basic shape, but after simulation, it starts to shrink.
How can I fix this?
Thanks for helping.
I need the grains to preserve their basic shape, but after simulation, it starts to shrink.
How can I fix this?
Thanks for helping.
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