Post up your scene file if you want
Rob
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Technical Discussion » Viscous fluids and collisions
- circusmonkey
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Technical Discussion » Viscous fluids and collisions
- circusmonkey
- 2624 posts
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Technical Discussion » Viscous fluids and collisions
- circusmonkey
- 2624 posts
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Houdini Learning Materials » HELP PLEASE
- circusmonkey
- 2624 posts
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Hi See attached to know what cube is attached to what sphere , in this case the attr is called dave
R
R
Houdini Indie and Apprentice » Houdini Crashing - A Lot
- circusmonkey
- 2624 posts
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Technical Discussion » Fluids rendered outside of Houdini
- circusmonkey
- 2624 posts
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Dont know , not tested that …. Most of the time now FX light + render there elements with Deep and then everything is put together in comp.
Rob
Rob
Houdini Learning Materials » Tutorial for creating FLIP VDB bubbles
- circusmonkey
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Hi, that looks cool , unfortunately there's never a tutorial for everything : ) I would look first at using the white water sim to create the particles for the bubbles and then somehow tie that to some spheres that use a Pscale based on age. Break the problem down into bit sized chunks. Have you thought about how your going to approach doing a small scale flip sim ?
Rob
Rob
Technical Discussion » Fluids rendered outside of Houdini
- circusmonkey
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Funny enough this is the subject area I am working on right now > flip fluid sims into Maya. Ive got a way to get all your attributes into Maya > but and a big but is how you use a maya colour set to drive the motion blur nothing I have seen so far looks pin perfect ! . Katanna on the other hand reads the Houdini.abc files perfectly and renders without all the hassle. Basically Maya's importer is rubbish.
Rob
Rob
Technical Discussion » Fur grass with wind
- circusmonkey
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Technical Discussion » IFD Creation Efficiency
- circusmonkey
- 2624 posts
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My geometry is constantly changing so the opportunities to use packed disk primitives are quite rare, so IFD generation usually has to evaluate quite a few nodes
If that's case I wonder what will happen to your velocity values > with a changing point count
Rob
Technical Discussion » IFD Creation Efficiency
- circusmonkey
- 2624 posts
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13 hrs to submit a sequence of Ifds !!! . Ive worked on some giant shots and never had that, normally IFD creation is fast. Maybe using Backburner as a render manager is the issue. I take it you bought Engine when you acquired Houdini, maybe try using HQ and setting 1 machine on your farm.
rob
rob
Houdini Indie and Apprentice » [novice] Need help with optimum settings for meshing (in Particle Fluid Surface node)
- circusmonkey
- 2624 posts
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eco_bach
What is the relationship between Particle Separation values used when surfacing vs Particle Separation values when defining initial sim? Are there any best practices?
Both are just defining the particle separation , for surfacing I guess it helps to have a start point ….
Houdini Learning Materials » Big issue in point group definition - cannot add point to group
- circusmonkey
- 2624 posts
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The way ahead is strip down the scene ………Replace any of theier geo with spheres / grids / torus etc etc. Simplification is the name of the game
Rob
Rob
Houdini Learning Materials » Big issue in point group definition - cannot add point to group
- circusmonkey
- 2624 posts
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Do you have the DT scene file from the finished tutorial ? maybe post that up and we can pull it apart
rob
rob
Houdini Indie and Apprentice » [novice] Need help with optimum settings for meshing (in Particle Fluid Surface node)
- circusmonkey
- 2624 posts
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Particle separation really depends on what your doing , if you have a scaled up object like a glass filling and a mid shot putting a particle separation of 0.02 might be overkill also the particle separation is important as you might find collisions dont work well and you get leeks of particles if your separation is to high. There's a H15 master class on new fluid tools https://vimeo.com/145178660 [vimeo.com]
Feel free to post up test scenes !
Rob
Feel free to post up test scenes !
Rob
Technical Discussion » How could I apply force to FLIP fluid ?
- circusmonkey
- 2624 posts
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See attached for one possibility > Make your self a velocity volume in sops and then bring into dops using a pop advect by volume > Note I turn off treat as wind on the pop popadvect by volume node and use a conditional statement to have it active between some frames
Rob
Rob
Technical Discussion » Issue with viscous fluid filling geometry
- circusmonkey
- 2624 posts
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Hi post up a scene file, showing the issue you can also check the flipfluidobject and the particle separation parameter. Making sure your particles are small enough to fit
Rob
Rob
Edited by circusmonkey - Oct. 19, 2016 18:16:08
Technical Discussion » Fur grass with wind
- circusmonkey
- 2624 posts
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Simply apply curl noise to the hair curve and then use a ramp to blend between current P and P with the noise on, so your curve stays anchored and the the mid body / tip moves.
Rob
Rob
Technical Discussion » Fur grass with wind
- circusmonkey
- 2624 posts
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Seems like overkill >
for a shot that distance away Id just use hair and some fake dynamics >
Rob
for a shot that distance away Id just use hair and some fake dynamics >
Rob
Technical Discussion » Flip > POP advect by volume Vs Pump by volume
- circusmonkey
- 2624 posts
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Hi list, I have a small test sim attached > flip liquid pouring into a simple tank
1) define a vel volume and use it to advect the flip particles in the tank while a liquid pours. Seems simple enough. If you use the old school method of defining the vel volume as a fluid source ( pump ) things work as expected the incoming vel is blended with the current vel and the pump volume on effects flip particles within the volume and of course in the example does not effect the flip liquid pouring in.
2) example two though same set up but uses a pop advect by volume > the volume is defined as above but the pop advect by volume effects all the flip particles in the simulation , even though the vel volume does not encompass all flip particles, so flip particles get effected even outside the volume.
Test scene attached Anyone know why this happens as a default ?
1) define a vel volume and use it to advect the flip particles in the tank while a liquid pours. Seems simple enough. If you use the old school method of defining the vel volume as a fluid source ( pump ) things work as expected the incoming vel is blended with the current vel and the pump volume on effects flip particles within the volume and of course in the example does not effect the flip liquid pouring in.
2) example two though same set up but uses a pop advect by volume > the volume is defined as above but the pop advect by volume effects all the flip particles in the simulation , even though the vel volume does not encompass all flip particles, so flip particles get effected even outside the volume.
Test scene attached Anyone know why this happens as a default ?
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