Hi There
I'm using Houdini indie 15.0.416 and just noticed there are two different fluid source nodes.
If I use the shlef to create an emitter say it uses one type but if I add a fluid source node it adds a different one.
In particular the noise options, one has curl noise and the other has noise?
Is this normal?
cheers
Nigel.
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Houdini Indie and Apprentice » two different fluid source nodes?
- nigelgardiner
- 48 posts
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Houdini Indie and Apprentice » Setting the HOUDINI_VEX_PATH variable??
- nigelgardiner
- 48 posts
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Hi there
I've downloaded a hip file example that I'm interested in looking at and it has two .vfl files that need to be added to the default vex path.
I'm on a mac right now but will be on a pc later on.
They are in a folder here /Users/nigelgardiner/Downloads/Example
So I edited the env file to include this line
HOUDINI_VEX_PATH = Users/nigelgardiner/Downloads/Example;&;
When I look at hconfig -a after opening houdini it has set the HOUDINI_VEX_PATH to the above
But when I open the example hip it says it's unable to include the vfl file.
Can someone please tell me where I'm going wrong, hopefully it's just syntax.
Oh and how would I do the same thing on a pc?
The example file can be found here on page 2, raymans quick hole fill demo for flip.
http://forums.odforce.net/topic/18111-flip-smorganicsheeter-effect/?page=2 [forums.odforce.net]
thanks
Nigel.
I've downloaded a hip file example that I'm interested in looking at and it has two .vfl files that need to be added to the default vex path.
I'm on a mac right now but will be on a pc later on.
They are in a folder here /Users/nigelgardiner/Downloads/Example
So I edited the env file to include this line
HOUDINI_VEX_PATH = Users/nigelgardiner/Downloads/Example;&;
When I look at hconfig -a after opening houdini it has set the HOUDINI_VEX_PATH to the above
But when I open the example hip it says it's unable to include the vfl file.
Can someone please tell me where I'm going wrong, hopefully it's just syntax.
Oh and how would I do the same thing on a pc?
The example file can be found here on page 2, raymans quick hole fill demo for flip.
http://forums.odforce.net/topic/18111-flip-smorganicsheeter-effect/?page=2 [forums.odforce.net]
thanks
Nigel.
Houdini Indie and Apprentice » How do I render a fluid sim in front of an imported image
- nigelgardiner
- 48 posts
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Hi Jeff
Thanks, yeah got that ta.
Tho If I'm supplying the fluid sim onward to a compositor I should just be leaving it against black?
cheers
Nigel.
Thanks, yeah got that ta.
Tho If I'm supplying the fluid sim onward to a compositor I should just be leaving it against black?
cheers
Nigel.
Houdini Indie and Apprentice » How do I render a fluid sim in front of an imported image
- nigelgardiner
- 48 posts
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Hi There
How do I render out my fluid sim in front of an image so the fluid sees the image?
Guessing it's thru compositing somehow but I can't figure it out and I can't find a tutorial that goes through this?
Any advice much appreciated.
cheers
Nigel.
How do I render out my fluid sim in front of an image so the fluid sees the image?
Guessing it's thru compositing somehow but I can't figure it out and I can't find a tutorial that goes through this?
Any advice much appreciated.
cheers
Nigel.
Houdini Indie and Apprentice » how to get an bgeo sequence from a walking simple character?
- nigelgardiner
- 48 posts
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Houdini Indie and Apprentice » how to get an bgeo sequence from a walking simple character?
- nigelgardiner
- 48 posts
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Hi there
I want to use a walking simple character as a collision object in a flip simulation but I can't figure out how to get a mesh sequence from a walking simple character.
I've never used characters before, all I've done is place a character and assigned a walk sequence from the pose library.
I assume I now need to save that out to disk somehow as a .bgeo sequence I can bring back in as collision geometry but I haven't been able to figure out how yet?
Can someone point me in the right direction please?
thanks
Nigel.
I want to use a walking simple character as a collision object in a flip simulation but I can't figure out how to get a mesh sequence from a walking simple character.
I've never used characters before, all I've done is place a character and assigned a walk sequence from the pose library.
I assume I now need to save that out to disk somehow as a .bgeo sequence I can bring back in as collision geometry but I haven't been able to figure out how yet?
Can someone point me in the right direction please?
thanks
Nigel.
Technical Discussion » Rough Flip surface
- nigelgardiner
- 48 posts
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I know this sounds counter intuitive but I had the same issue for days and the best solution I've found so far is to reduce the resolution of the vdb from particle fluid node to something less than the particle separation of the fluid.
If I had a fluid particle system at 0.02 separation and it was looking noisy I found setting the vdb from particle fluid node resolution to something around 0.03 or 0.04 would clean it up without any real drastic loss of detail.
I guess the small noisy features are not resolved at the lower resolution.
There's probably a better way to achieve this but I'm still crashing around..
If I had a fluid particle system at 0.02 separation and it was looking noisy I found setting the vdb from particle fluid node resolution to something around 0.03 or 0.04 would clean it up without any real drastic loss of detail.
I guess the small noisy features are not resolved at the lower resolution.
There's probably a better way to achieve this but I'm still crashing around..
Work in Progress » Tension v1.0 | FLIP Crowns
- nigelgardiner
- 48 posts
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Hello alejandro
It looks great, will you be releasing it for sale as an asset?
If so do you have a release date in mind?
thanks
Nigel.
It looks great, will you be releasing it for sale as an asset?
If so do you have a release date in mind?
thanks
Nigel.
Houdini Indie and Apprentice » Q about disappearing fluid
- nigelgardiner
- 48 posts
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Houdini Indie and Apprentice » flip fluid emitter scaling?
- nigelgardiner
- 48 posts
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Hi there
I'm trying to use flip for small scale splashes but am getting confused trying to scale the emitter object down to size and seeing strange behavior from the fluid source node trying to create the fluid volume.
If I have say a tube which I modify to create the emitter geometry should I scale it inside the tube node with a transform or should I scale on the tube node itself.
If I scale within the node the scalar volume created by the fluid source node is too big. If I scale at the tube node the volume is the right size and looks way more defined but there are very few particles.
I'm thinking this is all to do with object scale and particle separation but as I said I'm confused..
Any advice gratefully received.
thanks
Nigel.
I'm trying to use flip for small scale splashes but am getting confused trying to scale the emitter object down to size and seeing strange behavior from the fluid source node trying to create the fluid volume.
If I have say a tube which I modify to create the emitter geometry should I scale it inside the tube node with a transform or should I scale on the tube node itself.
If I scale within the node the scalar volume created by the fluid source node is too big. If I scale at the tube node the volume is the right size and looks way more defined but there are very few particles.
I'm thinking this is all to do with object scale and particle separation but as I said I'm confused..
Any advice gratefully received.
thanks
Nigel.
Houdini Indie and Apprentice » Q about disappearing fluid
- nigelgardiner
- 48 posts
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Hi there
On the Dop network node under the cache tab you need to turn on cache simulation.
I'm guessing it can't calculate all the sim calcs without some form of cache and so some get lost.
Or something like that.
cheers
Nigel.
On the Dop network node under the cache tab you need to turn on cache simulation.
I'm guessing it can't calculate all the sim calcs without some form of cache and so some get lost.
Or something like that.
cheers
Nigel.
Houdini Indie and Apprentice » Calming down a fluid sim
- nigelgardiner
- 48 posts
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In the Flip SOlver under the volume motion tab try changing the velocity transfer from splashy to swirly.
I think Swirly is intended for smaller scale fluids but it may have an effect on larger numbers of particles as well.
The help file says swirly is intended to cut back surface noise on smaller sims.
cheers
Nigel.
I think Swirly is intended for smaller scale fluids but it may have an effect on larger numbers of particles as well.
The help file says swirly is intended to cut back surface noise on smaller sims.
cheers
Nigel.
Houdini Indie and Apprentice » can i use a python expression to alter node params in a dop?
- nigelgardiner
- 48 posts
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Houdini Indie and Apprentice » can i use a python expression to alter node params in a dop?
- nigelgardiner
- 48 posts
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Hi there
If I'm bringing in a particle field into a ParticleFluidObject and initializing the fluid values, am i able to use python expressions to set parameter values based on another value in the geometry?
thanks
Nigel.
If I'm bringing in a particle field into a ParticleFluidObject and initializing the fluid values, am i able to use python expressions to set parameter values based on another value in the geometry?
thanks
Nigel.
Houdini Indie and Apprentice » vex expression if syntax?
- nigelgardiner
- 48 posts
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Houdini Indie and Apprentice » vex expression if syntax?
- nigelgardiner
- 48 posts
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Hi there
So I'm trying to alter gravity in a dop based on the frame number. I've got it key framed at the mo but I'd rather be able to use the expression.
I thought the correct syntax would be
(if($F>=30),9,0) entered into the gravity y field
meaning if I'm at frame 30 or above gravity is 9 else it's 0.
but this doesn't work?
Can someone please give me the correct syntax?
thanks
Nigel.
So I'm trying to alter gravity in a dop based on the frame number. I've got it key framed at the mo but I'd rather be able to use the expression.
I thought the correct syntax would be
(if($F>=30),9,0) entered into the gravity y field
meaning if I'm at frame 30 or above gravity is 9 else it's 0.
but this doesn't work?
Can someone please give me the correct syntax?
thanks
Nigel.
Houdini Learning Materials » Grogsplash example for particlefluidsolver doesn't work?
- nigelgardiner
- 48 posts
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Hi there
I was trying to use the grog splash example as a model to get two sep particle fluids to interact but the example itself doesn't seem to run?
Does anyone know why this wouldn't work on with Houdini 15?
thanks
Nigel.
I've attached the hip.
I was trying to use the grog splash example as a model to get two sep particle fluids to interact but the example itself doesn't seem to run?
Does anyone know why this wouldn't work on with Houdini 15?
thanks
Nigel.
I've attached the hip.
Technical Discussion » Houdini doesn't appear to be utilizing installed gtx960?
- nigelgardiner
- 48 posts
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I've checked show details and the card is listed there.
I don't seem to be able to find any check box for enabling open cl in the particle fluid solver so I guess that means in this case the gpu is not going to be of much use?
I don't seem to be able to find any check box for enabling open cl in the particle fluid solver so I guess that means in this case the gpu is not going to be of much use?
Technical Discussion » Houdini doesn't appear to be utilizing installed gtx960?
- nigelgardiner
- 48 posts
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Hi there
So i've installed a 4gig gtx960 into an old dell t3600 3.6ghz quad core xeon with 32gig ram.
i've set the houdini env variables as below
set HOUDINI_OCL_DEVICETYPE=GPU
set HOUDINI_OCL_DEVICENUMBER=0
But when I run my fluid simulation which is using a particle fluid solver I see no or very little activity on the graphics card monitor.
Do only certain solvers use open cl? OR am I missing something here?
Thanks
Nigel.
So i've installed a 4gig gtx960 into an old dell t3600 3.6ghz quad core xeon with 32gig ram.
i've set the houdini env variables as below
set HOUDINI_OCL_DEVICETYPE=GPU
set HOUDINI_OCL_DEVICENUMBER=0
But when I run my fluid simulation which is using a particle fluid solver I see no or very little activity on the graphics card monitor.
Do only certain solvers use open cl? OR am I missing something here?
Thanks
Nigel.
Technical Discussion » graphics card for reducing fluid sim times?
- nigelgardiner
- 48 posts
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Yeah true about the inflexibilty of the board no overclocking there, which is a shame given the size of the heatsink.
Installing the gtx960 4gig made a big difference to simulation times, i'd say more than a 30% decrease so well worth it.
I take that back, see new post
Now I just need to get the ssd installed, easier said than done as it shows in bios but not the os.
Installing the gtx960 4gig made a big difference to simulation times, i'd say more than a 30% decrease so well worth it.
I take that back, see new post
Now I just need to get the ssd installed, easier said than done as it shows in bios but not the os.
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