Could be two things. Either you don't have enough resolution in your particles, so lower the particle separation in your flipfluid object. Or it could be that you've got viscosity cranked way up, so turn it down to under 0.1 or so. Though viscosity takes a couple steps to implement.
If you post your hip file I could tell you more.
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Technical Discussion » Flip Fluid appearance query
- kleer001
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Technical Discussion » offset animation inside foreach
- kleer001
- 55 posts
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Could you upload a hip file with your problem area in it?
My instincts say you'll need to use the stamp() expression to get the number of the poly that you're going to offset in time.
Something like stamp(“../../foreach1”,“FOREACHVALUE”,0) <which probably won't work, but something like that, I think).
My instincts say you'll need to use the stamp() expression to get the number of the poly that you're going to offset in time.
Something like stamp(“../../foreach1”,“FOREACHVALUE”,0) <which probably won't work, but something like that, I think).
Technical Discussion » Terribly slow Cloth on this character (dragon)
- kleer001
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Technical Discussion » Terribly slow Cloth on this character (dragon)
- kleer001
- 55 posts
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I guess you missed the part where I said turn off all collisions, but I'm glad it worked out for ya.
Technical Discussion » How to axhieve this kind of effect?
- kleer001
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Don't get too frustrated, it looks like the creator of the videos has written his own simulation program. Without a look at his code or wireframes there's no telling what his setup is.
To hazard a guess I would say that his rigs have a semi-rigid internal skeleton that deforms on impact and that's what gives the skin those nice wrinkles.
To hazard a guess I would say that his rigs have a semi-rigid internal skeleton that deforms on impact and that's what gives the skin those nice wrinkles.
Technical Discussion » change color after impact
- kleer001
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Since you're not using pops or dops to generate your motion you don't get impact data for free and your scene doesn't know what came the frame before it. So, your collision, isn't technically a collision. What I whipped up for you is as close as I could get without completely rebuilding your setup.
If you end up simulating the motion in pops you can get all sorts of useful information using the collision POP.
http://www.sidefx.com/docs/houdini12.1/nodes/pop/collision [sidefx.com]
I assume you can get the same in DOPs, but I'm not as familiar with them. Here's a thread on that:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=96409&sid=c3ca53406ad7b5ce7e2496945b1d29b5 [sidefx.com]
If you end up simulating the motion in pops you can get all sorts of useful information using the collision POP.
http://www.sidefx.com/docs/houdini12.1/nodes/pop/collision [sidefx.com]
I assume you can get the same in DOPs, but I'm not as familiar with them. Here's a thread on that:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=96409&sid=c3ca53406ad7b5ce7e2496945b1d29b5 [sidefx.com]
Technical Discussion » different ways of arranging fixed number of blocks
- kleer001
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I don't quite understand what your setup is or what you're asking for, but the sort SOP might help you, I think. That will let you randomly rearrange the numbers of the points you're going to copy too and then you can just delete the range you want to go away (or the range to keep)
Maybe putting up a scene file would help demonstrate your issue.
Maybe putting up a scene file would help demonstrate your issue.
Technical Discussion » Terribly slow Cloth on this character (dragon)
- kleer001
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That weird. When I stepped through those frames on your scene they were running about 4 seconds a frame. When I took off those things it was about 1 second a frame. I'm on a 3,06 GHz MacBook Pro with 8GB of ram.
Writing geometry directly out through a ROP will save you a little bit of time. But on the whole my experience with the cloth solver is that it's not the fastest thing around and no way is it going to run real time. Maybe try NCloth in Maya if you're really constrained by time.
I'm not exactly sure how, but you might want to try and simulate the wings with wires instead of full cloth.
Writing geometry directly out through a ROP will save you a little bit of time. But on the whole my experience with the cloth solver is that it's not the fastest thing around and no way is it going to run real time. Maybe try NCloth in Maya if you're really constrained by time.
I'm not exactly sure how, but you might want to try and simulate the wings with wires instead of full cloth.
Technical Discussion » Terribly slow Cloth on this character (dragon)
- kleer001
- 55 posts
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I took a look at your scene and poked around a little bit. I like your painting attribute to group setup. I just love the paint SOP, I only wish it could be animated easier than a $F switch and a paintSOP for every frame.
First take of plasticity. You most likely won't need that and it's certainly eating up cycles. I'm not sure what you need the wing to do, so this might not help, but if you took off all collisions it would also run faster.
Good luck and let me know how it goes and if that helps.
First take of plasticity. You most likely won't need that and it's certainly eating up cycles. I'm not sure what you need the wing to do, so this might not help, but if you took off all collisions it would also run faster.
Good luck and let me know how it goes and if that helps.
Technical Discussion » how to sprite texture offset frame using rand($PT)?
- kleer001
- 55 posts
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without seeing your setup my first guess is something like this:
($F + int(fit01(rand($PT),0,23)))%24
That's if you have a sprite loop of 24 frames numbered
sprite.0.jpg
sprite.1.jpg
…
sprite.23.jpg
First you start with $F, that's the frame number. Then you offset it by an integer that is made by fitting the 0-1 range you get from the rand() expression into a 0-23 range. Finally you take all of that and modulus it by 24 (modulus function gives you the remainder when you divide by that number).
Beware that using $PT will use the point number and if your point count changes then most likely all the point numbers will change. There's ways around that, but it depends on your setup.
($F + int(fit01(rand($PT),0,23)))%24
That's if you have a sprite loop of 24 frames numbered
sprite.0.jpg
sprite.1.jpg
…
sprite.23.jpg
First you start with $F, that's the frame number. Then you offset it by an integer that is made by fitting the 0-1 range you get from the rand() expression into a 0-23 range. Finally you take all of that and modulus it by 24 (modulus function gives you the remainder when you divide by that number).
Beware that using $PT will use the point number and if your point count changes then most likely all the point numbers will change. There's ways around that, but it depends on your setup.
Houdini Learning Materials » Short OP videos, yay or nay?
- kleer001
- 55 posts
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Would anyone be interested in short (5-10) minutes videos showing how to use each SOP? (and maybe POPs, DOPs, & the rest later)
Do you think beginners would use them? Do you wish you had had them when you started?
I'm coming up on a break from work. I've been fantasizing about doing tutorials for each SOP. And I wanted to put some feelers out to see how they'd be recieved.
Do you think beginners would use them? Do you wish you had had them when you started?
I'm coming up on a break from work. I've been fantasizing about doing tutorials for each SOP. And I wanted to put some feelers out to see how they'd be recieved.
Technical Discussion » int to ascii text?
- kleer001
- 55 posts
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I tried the backslash, but that only works for explicit numbers
\33 = A, which is good, but
\33+1 = A+1 which is bad.
\33 = A, which is good, but
\33+1 = A+1 which is bad.
Technical Discussion » int to ascii text?
- kleer001
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In the Font SOP, how do I make it print the ascii number of a variable?
Or, how can I print out the uppercase alphabet with a circle, a copy, and a font?
I'm pretty sure I used to know it, but I can't recall, and the hip file is long gone.
Or, how can I print out the uppercase alphabet with a circle, a copy, and a font?
I'm pretty sure I used to know it, but I can't recall, and the hip file is long gone.
Technical Discussion » Levy Walks
- kleer001
- 55 posts
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What is it that you're trying to do?
What do you want to be able to control?
What context are you going to use it in?
What do you want to be able to control?
What context are you going to use it in?
Technical Discussion » walk cycle
- kleer001
- 55 posts
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I hate to feed the troll, but seriously, that's totally awesome:
“You're bad liver, and you seek the small beast. ”
:twisted:
And it speaks volumes to the patience and support here. Cheers guys/gals.
“You're bad liver, and you seek the small beast. ”
:twisted:
And it speaks volumes to the patience and support here. Cheers guys/gals.
Technical Discussion » Bug?!?! Floating point error python
- kleer001
- 55 posts
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1/10,000,000 (or so)
Is it really that big of a deal? It's only one inch in 157 miles, 4337 feet, 4 inches, 276 microns, 352 nanometers.
That's like loosing 1 out of 6 marathons by an inch while tying the other 5 exactly.
I hope that was humorus.
Is it really that big of a deal? It's only one inch in 157 miles, 4337 feet, 4 inches, 276 microns, 352 nanometers.
That's like loosing 1 out of 6 marathons by an inch while tying the other 5 exactly.
I hope that was humorus.
Technical Discussion » default keyframe interpolation
- kleer001
- 55 posts
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Technical Discussion » default keyframe interpolation
- kleer001
- 55 posts
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In the channel Editor how can I set the default keyframe interpolation to an arbitraty type?
Out of the box it's bezier, but I'd prefer linear.
Easy, no?
Out of the box it's bezier, but I'd prefer linear.
Easy, no?
Technical Discussion » l-system context problem
- kleer001
- 55 posts
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Technical Discussion » L-system - question on help file
- kleer001
- 55 posts
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Nah, it's cool. That's what it's supposed to do.
You're introducing an intermediate value holder by adding the B rule. It's easier to read and easier to edit, but it takes an extra generation as the B is turned into the A is turned into the F
Where the #1 basically went A-F-A-F , #2 goes B-A-F-B-A-F and takes longer to get the resulting F which is where the line is acutally drawn.
If you're ever confused about an Lsystem you can always work it out on paper (way easier than working geometric transformations out). It only takes a few minutes and it's really enlightening. Try it, it'll help the thing make more sense
You're introducing an intermediate value holder by adding the B rule. It's easier to read and easier to edit, but it takes an extra generation as the B is turned into the A is turned into the F
Where the #1 basically went A-F-A-F , #2 goes B-A-F-B-A-F and takes longer to get the resulting F which is where the line is acutally drawn.
If you're ever confused about an Lsystem you can always work it out on paper (way easier than working geometric transformations out). It only takes a few minutes and it's really enlightening. Try it, it'll help the thing make more sense
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