Found 1391 posts.
Search results Show results as topic list.
Technical Discussion » Detect collision with packed geometry in DOP
- Sadjad Rabiee
- 1391 posts
- Offline
One simple way is SOP Solver ,If you dive inside it there is impacts node which give you position and other data of Impacts .
Technical Discussion » smoke separation
- Sadjad Rabiee
- 1391 posts
- Offline
Hi
I think it's not good idea to work with two different container (Smoke Objetc) in just one PyroSolver .
in this case your source data will copy on both and also if these smoke objects have different size/voxel you should have some artifact in final sim.
I don't know is there any better solution or not ,But maybe one of them is using two different Pyro Solver network beside each other and then share vel data between them.
to copy vel field from one pyro sim to another one you can easily use Copy Data Solver. Of course you need to do some more tweak in your networks .
for example adding one more vector field which can be use as a imported velocity field and also using Gas Filed VOP to add this temporary vel field to the main vel field.
I this method you will probably need to divide imported vel field with some larger number before adding it to the main vel.(to prevent fast motion of two pyro which caused by adding different vel on each steps)
However working with different solvers in same dynamic network is so complicated.
If you are just looking for a solutation to seperete your smokes for shading ,Maybe you can advect a Mask field in your simulation and then use this to make a blend between twi different shaders.(Somthing like advecting Cd in the pyro)
So you just need one pyro solver and one Smoke Object.
I think it's not good idea to work with two different container (Smoke Objetc) in just one PyroSolver .
in this case your source data will copy on both and also if these smoke objects have different size/voxel you should have some artifact in final sim.
I don't know is there any better solution or not ,But maybe one of them is using two different Pyro Solver network beside each other and then share vel data between them.
to copy vel field from one pyro sim to another one you can easily use Copy Data Solver. Of course you need to do some more tweak in your networks .
for example adding one more vector field which can be use as a imported velocity field and also using Gas Filed VOP to add this temporary vel field to the main vel field.
I this method you will probably need to divide imported vel field with some larger number before adding it to the main vel.(to prevent fast motion of two pyro which caused by adding different vel on each steps)
However working with different solvers in same dynamic network is so complicated.
If you are just looking for a solutation to seperete your smokes for shading ,Maybe you can advect a Mask field in your simulation and then use this to make a blend between twi different shaders.(Somthing like advecting Cd in the pyro)
So you just need one pyro solver and one Smoke Object.
Technical Discussion » Constant Particle point number
- Sadjad Rabiee
- 1391 posts
- Offline
This is one of the main rules of point number.
The Point number should always start from 0 and that's why it changing when on particle dying.
You should use id attribute instead of point number.
The Point number should always start from 0 and that's why it changing when on particle dying.
You should use id attribute instead of point number.
Technical Discussion » How do deform animated geometry
- Sadjad Rabiee
- 1391 posts
- Offline
Hi
There is many methods for doing that.
One of them is using Point Deform Node.
You can fracture your geo in single frame ,Then deform this fractured geo based on deforming geometry by Point Deform.
In some different situations Point Deform doesn't work correctly.Specially when two part of geo are so close to each others.(e.g hands and body)
In this case you can do same thing via Point VOP and using XYZ Distance.
There is many methods for doing that.
One of them is using Point Deform Node.
You can fracture your geo in single frame ,Then deform this fractured geo based on deforming geometry by Point Deform.
In some different situations Point Deform doesn't work correctly.Specially when two part of geo are so close to each others.(e.g hands and body)
In this case you can do same thing via Point VOP and using XYZ Distance.
Technical Discussion » Point Cut by using Wrangle
- Sadjad Rabiee
- 1391 posts
- Offline
Technical Discussion » create vector4 plane in COPs?
- Sadjad Rabiee
- 1391 posts
- Offline
Hi
You can simply add any plane via VOP COP.
Just use Bind Export VOP inside it and set it's type to vector4.
You can simply add any plane via VOP COP.
Just use Bind Export VOP inside it and set it's type to vector4.
Technical Discussion » simple cup fill with flip fluid
- Sadjad Rabiee
- 1391 posts
- Offline
Technical Discussion » simple cup fill with flip fluid
- Sadjad Rabiee
- 1391 posts
- Offline
I just try Divergence method on your project and it's working very well ,with Divergence value you can control speed of filling.
SO please test this method and let me know if you have any problem
SO please test this method and let me know if you have any problem
Edited by Sadjad Rabiee - Aug. 29, 2017 13:45:06
Technical Discussion » simple cup fill with flip fluid
- Sadjad Rabiee
- 1391 posts
- Offline
Hi Hadi
You can use Divergence Field to solve your problem.
Just turn on Add Divergence Field parameter in the flipfluidobject.
Turn on flipsolver1->Volume Motion->Divergence->Divergence by Attribute
finally add a POP Wrangle and connect it to Sourcing input of Flip Solver and use this expression inside it :
f@divergence = 2; //or any value you need
Of course instead using of POP Wrangle you can add this point attribute in SOP level too.
You can use Divergence Field to solve your problem.
Just turn on Add Divergence Field parameter in the flipfluidobject.
Turn on flipsolver1->Volume Motion->Divergence->Divergence by Attribute
finally add a POP Wrangle and connect it to Sourcing input of Flip Solver and use this expression inside it :
f@divergence = 2; //or any value you need
Of course instead using of POP Wrangle you can add this point attribute in SOP level too.
Houdini Indie and Apprentice » Particles and geometry size
- Sadjad Rabiee
- 1391 posts
- Offline
If your particles has pscale attribute ,then instanced geo will use this attribute as scale ,So you can simply delete or use pscale to define size of geometries.
Technical Discussion » .obj exports not exporting correctly?
- Sadjad Rabiee
- 1391 posts
- Offline
Technical Discussion » .obj exports not exporting correctly?
- Sadjad Rabiee
- 1391 posts
- Offline
Seems like Obj exporter doesn't work in H16 HD version.
Edited by Sadjad Rabiee - Aug. 22, 2017 04:40:37
Technical Discussion » Possible to convert volume vop to poly (geo)?
- Sadjad Rabiee
- 1391 posts
- Offline
Your mean is converting volumetric (smoke ,fire , etc) to the geometry !?
Sorry but your question is not clear ,can you explain this more !?
Sorry but your question is not clear ,can you explain this more !?
Houdini Indie and Apprentice » Generating Particles from Animated Texture
- Sadjad Rabiee
- 1391 posts
- Offline
You can just use constant parameters inside VOP networks ,So pointing to sequence textures via $F is not constant !
You should just promote map parameter of texture to outside of VOP network ,then address this to your sequenced textures.
This rule is same for ketframed parameters/Expressioned parameters and etc.
You should just promote map parameter of texture to outside of VOP network ,then address this to your sequenced textures.
This rule is same for ketframed parameters/Expressioned parameters and etc.
Houdini Indie and Apprentice » Particle collision with multiple primitives and changing to 1 colour value upon hit
- Sadjad Rabiee
- 1391 posts
- Offline
Never use Python for such these things ,Because it is so slow !
However you can do same thing very easily with hitprim attrbute.
1.Turn on Add Hit Prim Attribute on the POPCollisionDetect
2.Connect a Point Wrangle SOP to your all_ships and use this simple expression for wrangle node :
i@hitprim = @primnum;
3.Append an attribute Copy SOP and connect Point Wrangle SOP to the first input and your particles to the second input
4.Turn on Match by Attribute in the attribute Copy SOP
5. use hitprim as a Attribute to Match
Now you can see the color of each particle will copy to the primitive with exact same hitprim attribute
However you can do same thing very easily with hitprim attrbute.
1.Turn on Add Hit Prim Attribute on the POPCollisionDetect
2.Connect a Point Wrangle SOP to your all_ships and use this simple expression for wrangle node :
i@hitprim = @primnum;
3.Append an attribute Copy SOP and connect Point Wrangle SOP to the first input and your particles to the second input
4.Turn on Match by Attribute in the attribute Copy SOP
5. use hitprim as a Attribute to Match
Now you can see the color of each particle will copy to the primitive with exact same hitprim attribute
Edited by Sadjad Rabiee - Aug. 16, 2017 05:23:04
Houdini Learning Materials » Mantra Material Node Missing
- Sadjad Rabiee
- 1391 posts
- Offline
Mantra is in the Out Network ,not in the Material Network !
It is a rendering node not material.
It is a rendering node not material.
Edited by Sadjad Rabiee - Aug. 15, 2017 10:29:43
Houdini Indie and Apprentice » Crown Splash speed
- Sadjad Rabiee
- 1391 posts
- Offline
Did you tried Timescale parameter in the Flip Solver !?
Of course in this case you need to do some tweak in your dynamic parameters to achieve best result.
Of course in this case you need to do some tweak in your dynamic parameters to achieve best result.
Technical Discussion » Transformation issue with popkill
- Sadjad Rabiee
- 1391 posts
- Offline
That's because you have used "Use First Contex Geomerty" as a Geometry source.in this case the source node doesn't use Object Transform ,So you have to set Geometry source parameter to Use Parameter Values and make sure Use Object Transformn is on.
If you like to read first input of POP Network proceduraly ,You can use this expression :
`opinputpath(“..”,0)`
which 0 is number of input.
If you like to read first input of POP Network proceduraly ,You can use this expression :
`opinputpath(“..”,0)`
which 0 is number of input.
Technical Discussion » parenting / stick object inside SOP
- Sadjad Rabiee
- 1391 posts
- Offline
If you don't need transformation data later ,You can simply use Point Deformer SOP to solving rotation problem ,Check Houdini's help.
However You can make a rotation matrix with your vectors –>
NOTE (up , forward and side are vectors from parent point in the main branch)
up.x -> m11
up.y -> m12
up.z -> m13
forward.x -> m21
forward.y -> m22
forward.z -> m23
side.x -> m31
side.y -> m32
side.z -> m33
Then multiply this to your global P attributes.
Just you should do all of this in the Zero World position or I think you should add some more setup for computing Translate and Pivot too.
Also there is some good tutorials about Inverse Matrix which can help you.
e.g
https://vimeo.com/214584753 [vimeo.com]
However You can make a rotation matrix with your vectors –>
NOTE (up , forward and side are vectors from parent point in the main branch)
up.x -> m11
up.y -> m12
up.z -> m13
forward.x -> m21
forward.y -> m22
forward.z -> m23
side.x -> m31
side.y -> m32
side.z -> m33
Then multiply this to your global P attributes.
Just you should do all of this in the Zero World position or I think you should add some more setup for computing Translate and Pivot too.
Also there is some good tutorials about Inverse Matrix which can help you.
e.g
https://vimeo.com/214584753 [vimeo.com]
Houdini Indie and Apprentice » Handling Large Volumes
- Sadjad Rabiee
- 1391 posts
- Offline
-
- Quick Links