Any pyro experts? I have a Smoke Trail sim I'm happy with but can't seem to get it to collide with my ground (extruded grid converted to vdb).
Based on the attached can anyone suggest what might be wrong with my collision workflow? I'm simply merging the vdb ground plane into the 2nd input of my Pyro Solver.
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Houdini Indie and Apprentice » Collision and Pyro Solver
- art3mis
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Houdini Indie and Apprentice » Dust and or smoke- car on a dirt road
- art3mis
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Hi guys.
For a current project I am trying to create a realistic dust trail to be used in Unreal for a cinematic. Think car on a dirt road.
2 references
http://newsimg.bbc.co.uk/media/images/41199000/jpg/_41199034_rally7_get.jpg [newsimg.bbc.co.uk]
https://c.stocksy.com/a/Cjf200/z9/637062.jpg [c.stocksy.com]
Was thinking the best approach would be to actually simulate it and create a flipbook. To create this quite specific smoke-dust type effect are there any good tutorials for me to watch or actual .hips for me to deconstruct?
For a current project I am trying to create a realistic dust trail to be used in Unreal for a cinematic. Think car on a dirt road.
2 references
http://newsimg.bbc.co.uk/media/images/41199000/jpg/_41199034_rally7_get.jpg [newsimg.bbc.co.uk]
https://c.stocksy.com/a/Cjf200/z9/637062.jpg [c.stocksy.com]
Was thinking the best approach would be to actually simulate it and create a flipbook. To create this quite specific smoke-dust type effect are there any good tutorials for me to watch or actual .hips for me to deconstruct?
Edited by art3mis - Nov. 9, 2020 08:09:19
Houdini for Realtime » Texture Sheet ROP sample .hip
- art3mis
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Would anyone by chance have a simple setup .hip using a Labs Texture Sheet ROP for rendering a flipbook of simulated smoke?
Spent half a day now and can't get anything to render.
Any feedback appreciated!
Spent half a day now and can't get anything to render.
Any feedback appreciated!
Houdini for Realtime » Volume Texture ROP settings
- art3mis
- 350 posts
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Has anyone used the Volume texture ROP (Labs ROP Volume Texture) for outputting 2d sprite sheets for use in Unreal?
I'm trying to create animated 2D texture cards of clouds using a Procedural Smoke SOP.
For one thing even at the simplest settings of 1 slice 1 image per line and 512x512 resolution Houdini hangs on render.
What are some suggested settings for what I am trying to accomplish?
Any feedback appreciated!
I'm trying to create animated 2D texture cards of clouds using a Procedural Smoke SOP.
For one thing even at the simplest settings of 1 slice 1 image per line and 512x512 resolution Houdini hangs on render.
What are some suggested settings for what I am trying to accomplish?
Any feedback appreciated!
Technical Discussion » Error in Baking- OperationFailed: The attempted operation fa
- art3mis
- 350 posts
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Houdini Version 18.0.348
Operating System: Windows 10 Pro x64
Get the following error when trying to use Simple Baker using crag test geometry. My licenses are installed correctly.
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “opdef:/labs:op/simple_baker?PythonModule”, line 4, in render
File “C:/PROGRA~1/SIDEEF~1/Houdini 18.0.348/houdini/python2.7libs\houpythonportion\ui.py”, line 927, in decorator
return func(*args, **kwargs)
File “C:/PROGRA~1/SIDEEF~1/Houdini 18.0.348/houdini/python2.7libs\hou.py”, line 56774, in render
return _hou.RopNode_render(*args, **kwargs)
OperationFailed: The attempted operation failed.
Operating System: Windows 10 Pro x64
Get the following error when trying to use Simple Baker using crag test geometry. My licenses are installed correctly.
Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “opdef:/labs:op/simple_baker?PythonModule”, line 4, in render
File “C:/PROGRA~1/SIDEEF~1/Houdini 18.0.348/houdini/python2.7libs\houpythonportion\ui.py”, line 927, in decorator
return func(*args, **kwargs)
File “C:/PROGRA~1/SIDEEF~1/Houdini 18.0.348/houdini/python2.7libs\hou.py”, line 56774, in render
return _hou.RopNode_render(*args, **kwargs)
OperationFailed: The attempted operation failed.
Edited by art3mis - Aug. 6, 2020 21:47:29
Technical Discussion » FLIP failure
- art3mis
- 350 posts
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Have a sudden loss of my FLIP particles for no apparent reason.
Through trial and error though I think I am getting closer to figuring out why.
In 2 tests with the exact same settings, the only thing I changed was the Collision Separation override on my FLIP Object.
When it was set to .5 * Particle Separation the simulation fails at around frame 100.(the particles rapidly drain away)
When it was set to .25 * Particle Separation the simulation fails on or around frame 40.
So my thinking possibly memory related??
I checked and OpenCL is NOT enabled on my Solver.
What else could be causing this?
Through trial and error though I think I am getting closer to figuring out why.
In 2 tests with the exact same settings, the only thing I changed was the Collision Separation override on my FLIP Object.
When it was set to .5 * Particle Separation the simulation fails at around frame 100.(the particles rapidly drain away)
When it was set to .25 * Particle Separation the simulation fails on or around frame 40.
So my thinking possibly memory related??
I checked and OpenCL is NOT enabled on my Solver.
What else could be causing this?
Technical Discussion » Creating collision VDBs from animated geometry
- art3mis
- 350 posts
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Question about proper way to animate your geometry when using for collision.
If you animate some geometry and then use an Object Merge to bring this geometry inside another geo where you create your collisions (using either Collision SOP or VDB From Polygons, does this mean in essence you are recreating your collision VDBs on every frame?
Should you instead animate your collision VDB(s) AFTER they are created?
AFAIK the important thing is that your collision VDBs contain correct velocity values.
If you animate some geometry and then use an Object Merge to bring this geometry inside another geo where you create your collisions (using either Collision SOP or VDB From Polygons, does this mean in essence you are recreating your collision VDBs on every frame?
Should you instead animate your collision VDB(s) AFTER they are created?
AFAIK the important thing is that your collision VDBs contain correct velocity values.
Technical Discussion » Proper scale for FLIP
- art3mis
- 350 posts
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So this has been mentioned in a few other threads but need some guidelines.
My understanding is that FLIP has issues (unstable, flickering, collision, etc) for “small” scale simulations. By that I assume means anything under roughly a metre in largest dimension.
What are some suggested starting points for scaling up your simulation for FLIP if its say, roughly a foot or so in diameter.
3X? 10 X?
And what about speed to compensate. If you increase the scale 3X do you also need to speed it up 3x as well?
There is also Spatial Scale on Solver and was wondering as a first step if i should try reducing to say .1 before I do anything else?
My understanding is that FLIP has issues (unstable, flickering, collision, etc) for “small” scale simulations. By that I assume means anything under roughly a metre in largest dimension.
What are some suggested starting points for scaling up your simulation for FLIP if its say, roughly a foot or so in diameter.
3X? 10 X?
And what about speed to compensate. If you increase the scale 3X do you also need to speed it up 3x as well?
There is also Spatial Scale on Solver and was wondering as a first step if i should try reducing to say .1 before I do anything else?
Edited by art3mis - Dec. 10, 2019 15:59:58
Houdini Indie and Apprentice » any idea how to approach feathers?
- art3mis
- 350 posts
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There's a tool for that.
First result google search ‘houdini feathers’
https://vimeo.com/343960754 [vimeo.com]
Also check out
https://www.youtube.com/watch?v=ioSF9K3ytuo [www.youtube.com]
First result google search ‘houdini feathers’
https://vimeo.com/343960754 [vimeo.com]
Also check out
https://www.youtube.com/watch?v=ioSF9K3ytuo [www.youtube.com]
Houdini Indie and Apprentice » FLIP - fluid going thru collision geometry
- art3mis
- 350 posts
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With fast moving collision geometry and FLIP, what are some things to try to stop fluid from passing thru your geometry?
Things I've tried
- increasing substeps(using 8 currently)
- reducing particle separation (I'm at .01 currently)
What else should I try?
Things I've tried
- increasing substeps(using 8 currently)
- reducing particle separation (I'm at .01 currently)
What else should I try?
Technical Discussion » FLIP collision with rotating geometry
- art3mis
- 350 posts
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Have a frustrating problem with a simulation involving a rotating cup mesh containing fluid. The collision appears out of sync and is worse with increased velocity.
I've already solved most of the collision issues (I think) by increasing both voxel density (using particle separation of .01) and simulation substeps.( using 8 currently).
The cup in this case is an inverted pyramid.
The motion is oscillating rotation in y axis, think ‘washing machine’. The attached Top View mp4 should make this clear.
Something to do I assume with the velocity of the collision vdb(cup) being passed to the fluid particles or…?
Anyone care to diagnose what is happening?
I've already solved most of the collision issues (I think) by increasing both voxel density (using particle separation of .01) and simulation substeps.( using 8 currently).
The cup in this case is an inverted pyramid.
The motion is oscillating rotation in y axis, think ‘washing machine’. The attached Top View mp4 should make this clear.
Something to do I assume with the velocity of the collision vdb(cup) being passed to the fluid particles or…?
Anyone care to diagnose what is happening?
Edited by art3mis - Dec. 9, 2019 21:13:09
Technical Discussion » Fluid and rotating collision mesh out of sync
- art3mis
- 350 posts
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Here's just the first 120 frames with the premesh particles and actual collision vdb. I reduced the Collision Velocity Scale to 1 from 1.5 which seems to help a bit but still an issue. I am wondering if its another setting in my FLIP solver I need to play with?
Technical Discussion » Fluid and rotating collision mesh out of sync
- art3mis
- 350 posts
- Offline
Have a problem with a simulation involving a rotating cup mesh containing fluid. The collision appears out of sync and is worse with increased velocity.
I've already solved most of the collision issues (I think) by increasing both voxel density (using particle separation of .01) and simulation substeps.( using 8 currently).
The cup in this case is an inverted pyramid.
The motion is oscillating rotation in y axis, think ‘washing machine’. The attached Top View mp4 should make this clear.
Something to do I assume with the velocity of the collision vdb(cup) being passed to the fluid particles or…?
Anyone care to diagnose what is happening?
I've already solved most of the collision issues (I think) by increasing both voxel density (using particle separation of .01) and simulation substeps.( using 8 currently).
The cup in this case is an inverted pyramid.
The motion is oscillating rotation in y axis, think ‘washing machine’. The attached Top View mp4 should make this clear.
Something to do I assume with the velocity of the collision vdb(cup) being passed to the fluid particles or…?
Anyone care to diagnose what is happening?
Houdini Indie and Apprentice » Collision VDB caching when simulating with substeps
- art3mis
- 350 posts
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If your simulation is using substeps can anyone confirm whether its necessary to also cache your source collision VDB's with substeps (ie using $FF instead of just $F) ?
The cached collision VDB's then being referenced by the Static Object DOP in your DOP network.
The cached collision VDB's then being referenced by the Static Object DOP in your DOP network.
Houdini Indie and Apprentice » Normals not normal
- art3mis
- 350 posts
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Houdini Indie and Apprentice » Normals not normal
- art3mis
- 350 posts
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Can any uv, modelling experts have a look at my geometry in the attached and tell me if my Normals are ‘ok’?
The geometry is an inverted pyramid shape hollowed out.
I should have a normal perpendicular to each face in my geometry which doesn't seem to be the case. I've tried every setting on the Normal SOP and nothing seems to make a difference.
Also, when do you know if you should be applying normals to vertices, points or primitives?
The geometry is an inverted pyramid shape hollowed out.
I should have a normal perpendicular to each face in my geometry which doesn't seem to be the case. I've tried every setting on the Normal SOP and nothing seems to make a difference.
Also, when do you know if you should be applying normals to vertices, points or primitives?
Edited by art3mis - Dec. 8, 2019 14:00:57
Technical Discussion » Moving liquid in glass
- art3mis
- 350 posts
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Have a bit of a challenging (for me at least) lighting and rendering challenge.
My glass is in the shape of an inverted pyramid that is partially filled with liquid.
The glass will be rotating back and forth to move the liquid inside.
Would appreciate feedback!
I know that my meshed liquid should slightly overlap the glass "walls'.
Also I am assuming my fluid meshing is wrong in that the sides should be perfectly smooth, not rough as they appear in the attached.
I am using a single HDR dome light.
What are some other rendering and lighting tips when doing liquid in glass?
My glass is in the shape of an inverted pyramid that is partially filled with liquid.
The glass will be rotating back and forth to move the liquid inside.
Would appreciate feedback!
I know that my meshed liquid should slightly overlap the glass "walls'.
Also I am assuming my fluid meshing is wrong in that the sides should be perfectly smooth, not rough as they appear in the attached.
I am using a single HDR dome light.
What are some other rendering and lighting tips when doing liquid in glass?
Edited by art3mis - Dec. 7, 2019 10:51:15
Houdini Indie and Apprentice » Modelling hollow octahedron
- art3mis
- 350 posts
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Houdini Indie and Apprentice » Configuring DOP I/O with FLIP
- art3mis
- 350 posts
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By default when you put down a DOP I/O and use the FLIP Fluid preset it gives the attached.
Is this complete and correct? ie the left column is all blank
Is this complete and correct? ie the left column is all blank
Houdini Indie and Apprentice » Modelling hollow octahedron
- art3mis
- 350 posts
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Bit of a modelling noob in Houdini.
Any modelling experts able to give some general guidelines if I want to model a hollow octahedron?
I know platonic solids gives me the octahedron, but I need it to be ‘hollow’ to fill it with particles-water.
I assume this means the walls of the octahedron need some thickness.
Any modelling experts able to give some general guidelines if I want to model a hollow octahedron?
I know platonic solids gives me the octahedron, but I need it to be ‘hollow’ to fill it with particles-water.
I assume this means the walls of the octahedron need some thickness.
Edited by art3mis - Dec. 1, 2019 11:38:17
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