omg that is on the point! thank you so much cubiccube
quick question, when you say Upping the resolution of the velocity volume will fix some of this", do you mean have more particules in the low-res sim?
I don't see anywhere a size/div setting in that setup for resolution.
I actually learned a few things from that hip file thanks again!
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Technical Discussion » how to get velocity field of particles in dops
- l3g3nd
- 33 posts
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Technical Discussion » how to get velocity field of particles in dops
- l3g3nd
- 33 posts
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thanks cubiccube!
I had a look at that post and the file posted.
It seems that works great for flip fluid particles. Not sure how that would apply to a pops sim. for what I'm doing i'm not using any type of liquid motion.
Any idea how to translate the ideas in that flip setup to straight pops?
tia
I had a look at that post and the file posted.
It seems that works great for flip fluid particles. Not sure how that would apply to a pops sim. for what I'm doing i'm not using any type of liquid motion.
Any idea how to translate the ideas in that flip setup to straight pops?
tia
Technical Discussion » how to get velocity field of particles in dops
- l3g3nd
- 33 posts
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Hello,
I'm trying to come up w a time efficient way of doing a very high res particle sim based on a low res one.
I know about wedging say 100k particles at a time and changing seed per wedge for 10+ wedges. That works but does take ages on a single machine.
I was wonder if i could do a pop sim in dops as a pop object and then in other pop sims use the low rest dop velocity field? I'm a bit lost if this is possible or how to do this.
So can someone tell me how to create a velocity field with just pops and advect another particle sim from this low rest field?
I tried dopimport in sops to grab the dop velocity field but I get nothing. Also I'm not certain how to advect a particle system. According to my understanding to advect pops I need a volume. Although my understanding could be way off confused..
tia
I'm trying to come up w a time efficient way of doing a very high res particle sim based on a low res one.
I know about wedging say 100k particles at a time and changing seed per wedge for 10+ wedges. That works but does take ages on a single machine.
I was wonder if i could do a pop sim in dops as a pop object and then in other pop sims use the low rest dop velocity field? I'm a bit lost if this is possible or how to do this.
So can someone tell me how to create a velocity field with just pops and advect another particle sim from this low rest field?
I tried dopimport in sops to grab the dop velocity field but I get nothing. Also I'm not certain how to advect a particle system. According to my understanding to advect pops I need a volume. Although my understanding could be way off confused..
tia
Houdini Lounge » Trigger Dop Calculation only on Collision
- l3g3nd
- 33 posts
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yes I started to realize that. thanks you for the advice, i was thinking there had to be a way to mix keyframe animation w dops sims.
thank you
thank you
Houdini Lounge » Trigger Dop Calculation only on Collision
- l3g3nd
- 33 posts
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Houdini Lounge » Trigger Dop Calculation only on Collision
- l3g3nd
- 33 posts
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Hello,
Is there a way to only turn on dop calculations when a collision occurs?
I have a walking character made out of copied spheres (copy sop). I have box object colliding with my character.
I'd like for my character to continue walking around and when the box hits it all the spheres fall, fly etc basically dops takes over on collision.
Surely I'm missing a simple step?
Right on frame 1 all my spheres fall to the ground.
EDIT I guess I need help switching from keyframe animation to rbd sim only when a collision happens.
Thank you
Is there a way to only turn on dop calculations when a collision occurs?
I have a walking character made out of copied spheres (copy sop). I have box object colliding with my character.
I'd like for my character to continue walking around and when the box hits it all the spheres fall, fly etc basically dops takes over on collision.
Surely I'm missing a simple step?
Right on frame 1 all my spheres fall to the ground.
EDIT I guess I need help switching from keyframe animation to rbd sim only when a collision happens.
Thank you
Houdini Lounge » Copy Fractured objects to particles
- l3g3nd
- 33 posts
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Houdini Lounge » Copy Fractured objects to particles
- l3g3nd
- 33 posts
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Hi.
I using voronoifracture1 sop to breakup a cube.
I want to copy each group to particle system. At frame 1 I want my object to appear intact and when particle moves, I want pieces to fall. When I copy orientation is very crazy.
You know how the trick we do to break a grid w facet sop then move each piece per particle via primitive sop? I want to do the same but w Fractured groups.
Can somebody help or point me in right direction?
Thank you
I using voronoifracture1 sop to breakup a cube.
I want to copy each group to particle system. At frame 1 I want my object to appear intact and when particle moves, I want pieces to fall. When I copy orientation is very crazy.
You know how the trick we do to break a grid w facet sop then move each piece per particle via primitive sop? I want to do the same but w Fractured groups.
Can somebody help or point me in right direction?
Thank you
Houdini Lounge » multi emission particle fluids
- l3g3nd
- 33 posts
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Houdini Lounge » multi emission particle fluids
- l3g3nd
- 33 posts
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hello,
im my adventures to learning im stuck on 2 problems: maybe same problem
1- can someone direct me to how to emit flip fluids at specific frames. In pops i can birth particles at frames 20, 30, 40, etc with upward velocity.
2-can the flip fluid emission be continuous for x frames or is it always 1 single burst? Again in pops i do emission from frames 20-35 with upward velocity and then 30-35 and then 40-45, etc
I'm trying to make a ball bounce on a small puddle and need multiple splashes.
Thanks to you for your help
im my adventures to learning im stuck on 2 problems: maybe same problem
1- can someone direct me to how to emit flip fluids at specific frames. In pops i can birth particles at frames 20, 30, 40, etc with upward velocity.
2-can the flip fluid emission be continuous for x frames or is it always 1 single burst? Again in pops i do emission from frames 20-35 with upward velocity and then 30-35 and then 40-45, etc
I'm trying to make a ball bounce on a small puddle and need multiple splashes.
Thanks to you for your help
Houdini Lounge » Flip Fluid from Pops
- l3g3nd
- 33 posts
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Houdini Lounge » Flip Fluid from Pops
- l3g3nd
- 33 posts
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Hi guys,
I searched here and on odforce but can't find an answer.
I have a particles sim that I would like to convert to a flip fluid object but not sure how this is done? Can you please advise to me?
Basically I'm birthing some particles based on a collision but I want the particles to behave like water splashes.
Thanks to you for your help
I searched here and on odforce but can't find an answer.
I have a particles sim that I would like to convert to a flip fluid object but not sure how this is done? Can you please advise to me?
Basically I'm birthing some particles based on a collision but I want the particles to behave like water splashes.
Thanks to you for your help
Technical Discussion » Attach directional force to static object
- l3g3nd
- 33 posts
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Hello,
I'm using the pyro shelf tool and I'd like to have a keyframed object interact with this pyro smoke with a noise field as it travels through the smoke.
Is there a way for me to attach a fan or something like that to my object in dops? I already imported my keyframed objects as a static RBD and tick marked use object transforms but it does not seem to push the smoke around much.
Any ideas?
I'm using the pyro shelf tool and I'd like to have a keyframed object interact with this pyro smoke with a noise field as it travels through the smoke.
Is there a way for me to attach a fan or something like that to my object in dops? I already imported my keyframed objects as a static RBD and tick marked use object transforms but it does not seem to push the smoke around much.
Any ideas?
Edited by - Oct. 21, 2009 20:22:06
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