Hi,
Can I somehow use custom object with pyro trail path or least get the points so i can copy my object there?
Thx
Mika
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Technical Discussion » Pyro trail Path and custom object
- mihatsu
- 76 posts
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Technical Discussion » HELP with SSS in REDSHIFT!
- mihatsu
- 76 posts
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I think if you want same result you have to do you convert for both balls individually and then merge
Technical Discussion » Linux and openCL problem
- mihatsu
- 76 posts
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Hi,
I installed linux (Ubuntu 20.10) a while ago (AMD 5950x + 1080ti). Same time I installed Axiom plugin as well and I used it without problem (Axiom is GPU fluid solver but can use openCL CPU as well). Couple of weeks ago I replaced 1080 with 3090 and I used it with Axiom and it worked. Then I installed second 3090 but I never tried Axiom with 2x3090 anymore. Yesterday I updated the latest Axiom solver and Houdini crashed immediately in start, I tried to go back in old version which worked same day, but it crashed now as well. Axiom developer said set env AXIOM_NOCPU = 1 and after it worked again. So, this is openCL problem and it crashes if I force HOUDINI_OCL_DEVICETYPE=CPU. I think Axiom solver compile itself when new version is installed and that’s the reason why it failed yesterday, it was probably broken earlier. I tried 18.5.408-455 and In Windows same setup work and I can force openCL as CPU. Obviously, this is not Houdini problem but Linux driver/kernel/whatever problem. Any trick how to get this work again?
Crash log:
Traceback from 4091 ThreadId=0x7f6cce56acc0
AP_Interface::coreDumpChaser(UTsignalHandlerArg) <libHoudiniUI.so>
AP_Interface::si_CrashHandler::chaser(UTsignalHandlerArg) <libHoudiniUI.so>
signalCallback(UTsignalHandlerArg) <libHoudiniUT.so>
UT_Signal::UT_ComboSignalHandler:perator()(int, siginfo_t*, void*) const <libHoudiniUT.so>
UT_Signal::processSignal(int, siginfo_t*, void*) <libHoudiniUT.so>
__funlockfile <libpthread.so.0>
I installed linux (Ubuntu 20.10) a while ago (AMD 5950x + 1080ti). Same time I installed Axiom plugin as well and I used it without problem (Axiom is GPU fluid solver but can use openCL CPU as well). Couple of weeks ago I replaced 1080 with 3090 and I used it with Axiom and it worked. Then I installed second 3090 but I never tried Axiom with 2x3090 anymore. Yesterday I updated the latest Axiom solver and Houdini crashed immediately in start, I tried to go back in old version which worked same day, but it crashed now as well. Axiom developer said set env AXIOM_NOCPU = 1 and after it worked again. So, this is openCL problem and it crashes if I force HOUDINI_OCL_DEVICETYPE=CPU. I think Axiom solver compile itself when new version is installed and that’s the reason why it failed yesterday, it was probably broken earlier. I tried 18.5.408-455 and In Windows same setup work and I can force openCL as CPU. Obviously, this is not Houdini problem but Linux driver/kernel/whatever problem. Any trick how to get this work again?
Crash log:
Traceback from 4091 ThreadId=0x7f6cce56acc0
AP_Interface::coreDumpChaser(UTsignalHandlerArg) <libHoudiniUI.so>
AP_Interface::si_CrashHandler::chaser(UTsignalHandlerArg) <libHoudiniUI.so>
signalCallback(UTsignalHandlerArg) <libHoudiniUT.so>
UT_Signal::UT_ComboSignalHandler:perator()(int, siginfo_t*, void*) const <libHoudiniUT.so>
UT_Signal::processSignal(int, siginfo_t*, void*) <libHoudiniUT.so>
__funlockfile <libpthread.so.0>
Houdini Indie and Apprentice » Render Extended Ocean Using Redshift
- mihatsu
- 76 posts
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Technical Discussion » Extended ocean surface and UV
- mihatsu
- 76 posts
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Hi,
I tried to render extended ocean surface using Redshift but I dont get it how I can add UV to my extended surface. I have tried all kind of UV options, but it always stretch in some direction and other thing is that i dont know what scale i have to use that the tiling comes right?
Mika
I tried to render extended ocean surface using Redshift but I dont get it how I can add UV to my extended surface. I have tried all kind of UV options, but it always stretch in some direction and other thing is that i dont know what scale i have to use that the tiling comes right?
Mika
Technical Discussion » Object tilt based on curvature
- mihatsu
- 76 posts
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Hi,
I have a boat which follows curve and I want to tilt it based on curve's curvature. There seems to be measure and curvature tool and they give some values. Or obviously I can compare a current frame tanget to F-1 tanget and use that parameter somehow to tiling. I was wondering is there some out of box solution for this or do I need to create it myself?
Mika
I have a boat which follows curve and I want to tilt it based on curve's curvature. There seems to be measure and curvature tool and they give some values. Or obviously I can compare a current frame tanget to F-1 tanget and use that parameter somehow to tiling. I was wondering is there some out of box solution for this or do I need to create it myself?
Mika
3rd Party » Axiom Solver - Sparse GPU Fluid Solver
- mihatsu
- 76 posts
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Technical Discussion » Particle Fluid Surface with air bubbles
- mihatsu
- 76 posts
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Hi,
I have created FLIP simulation with air bubbles. When I create the polygon surface using average position, I get what I want but not bubbles. If I use spherical method, i get bubbles but I loose surfaces from areas where it should be. How can I improve quality so it captures missing areas, voxel scale not do that?
Thx
I have created FLIP simulation with air bubbles. When I create the polygon surface using average position, I get what I want but not bubbles. If I use spherical method, i get bubbles but I loose surfaces from areas where it should be. How can I improve quality so it captures missing areas, voxel scale not do that?
Thx
Technical Discussion » Bubbles in liquid
- mihatsu
- 76 posts
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ziconic
Since I didn't save the modified file, I tried recreating it and couldn't get it to work again… until I realized I had OpenCL disabled the first time. I guess that was the trick – air incompressibility doesn't work with OpenCL but of course this isn't mentioned anywhere in the docs.
I think that disable that OpenCL was the key for success. Thank you for your help!
Edited by mihatsu - June 17, 2020 10:44:05
Technical Discussion » Bubbles in liquid
- mihatsu
- 76 posts
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I got this work. Documentation is not the best one and I realized that i dont even need the sink.
Technical Discussion » Bubbles in liquid
- mihatsu
- 76 posts
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ziconic
I got your setup to produce this by lowering the particle sep by half and turning on surface tension at 0.01. It looks terrible but it does show that Enforce Air Incompressibility does *something*….Image Not Found
You dint change anything else? It seems that my sink doesn't work. can you share you modified file? Thx
Technical Discussion » Bubbles in liquid
- mihatsu
- 76 posts
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seems that this Enforce Air Incompressibility should do the trick with sink but i dont get it work.
Technical Discussion » Bubbles in liquid
- mihatsu
- 76 posts
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Hi,
I'm trying to do something similar than this https://www.sidefx.com/docs/houdini/fluid/bubbles.html [www.sidefx.com] . I have liquid simulation ready and I try to add bubbles. How those are made? I mean do i need to simulate bubbles separately and then use sink tool or are those bubbles part of some off the shelf tool?
Thx
Mika
I'm trying to do something similar than this https://www.sidefx.com/docs/houdini/fluid/bubbles.html [www.sidefx.com] . I have liquid simulation ready and I try to add bubbles. How those are made? I mean do i need to simulate bubbles separately and then use sink tool or are those bubbles part of some off the shelf tool?
Thx
Mika
Technical Discussion » Negative angles when caulcate angle between two vectors
- mihatsu
- 76 posts
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Aizatulin
Hi,
you can use plane for example defined by an up vector ((0,1,0) or something) and @c (plane noraml ~ normalized cross product of
both). This plane can be used to detect, if the @dir vector is on the positive/negative side (using the dot product of @dir and the
plane normal). The result depends on the plane itself, if you invert the normal for example the positive angles will become negative
and vice versa.
This worked! Thanks!
Technical Discussion » Negative angles when caulcate angle between two vectors
- mihatsu
- 76 posts
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Hi,
Im using this to calculate angle between two vectors f@angle = degrees( acos (dot(normalize(@dir), normalize(@c)) )); But this gives me just positive values. my @c is {1,0,0} if @dir is {0.5, -0.5,0} I want that it returns a negative angle and {0.5, 0.5,0} would return a positive value. How to do this?
Thx
Mika
Im using this to calculate angle between two vectors f@angle = degrees( acos (dot(normalize(@dir), normalize(@c)) )); But this gives me just positive values. my @c is {1,0,0} if @dir is {0.5, -0.5,0} I want that it returns a negative angle and {0.5, 0.5,0} would return a positive value. How to do this?
Thx
Mika
Technical Discussion » How to lock randomizer even the point qty changes
- mihatsu
- 76 posts
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I think I understand from where problem comes but let me explain my setup. I have a grain simulation (2 million particles) and I import it in my instance network. I have 90% non visible particles so I delete those based on geometry. After this I up-resize left particles 10x. This cause the problem where my random not work anymore. It works if up-resize first and then randomize and delete but this takes 10x times longer in every frame because I up-resize non-visible particles so much.
Technical Discussion » How to lock randomizer even the point qty changes
- mihatsu
- 76 posts
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Hi,
I have create a random number between 0-1 for points and I'm using this number with color node and ramp to generate some specify colors. Because the point qty is not fixed, this random number start to change over the time and of course color as well. How can I lock the random number for point so it doesn't change after it is generated?
I have create a random number between 0-1 for points and I'm using this number with color node and ramp to generate some specify colors. Because the point qty is not fixed, this random number start to change over the time and of course color as well. How can I lock the random number for point so it doesn't change after it is generated?
Technical Discussion » Friction attribute value based on @P in Vellum
- mihatsu
- 76 posts
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jsmack
Inside the solver, use a popwrangle.
DAMN! Of course! That worked! Thank you, Sir
Technical Discussion » Friction attribute value based on @P in Vellum
- mihatsu
- 76 posts
- Offline
Hi,
I want to change a point friction based on particle position in Vellum solver. Where I have to put the point wrangle that value is updated after each step?
Thank you
Mika
I want to change a point friction based on particle position in Vellum solver. Where I have to put the point wrangle that value is updated after each step?
Thank you
Mika
Technical Discussion » Vellum Grain pressure
- mihatsu
- 76 posts
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vusta
crankup Wind Drag
ps: don't even need collider thickness, a surface collider works….but beware, there's a thread on odforce showing even tho it collides with a surface…the collision behaviour does not quite want to obey your command unless it its a volume collider.
https://forums.odforce.net/topic/45497-particles-with-fixed-number-of-particle/?tab=comments#comment-213520 [forums.odforce.net]
pps: my substeps is default 1 !!!
Im speechless. I changed to surface collider and everything started to work like out box without crazy fine-tuning! Thank you so much! Btw i was thinking that wind is literally wind but are you saying that without direction it is like air resistant?
Thanks again!
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