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HOULY Daily Challenge » Day 11 | Motion: Squash & Stretch
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- Nathan Meier
- 9 posts
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HOULY Daily Challenge » Day 10 | Motion: Slow-mo
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- Nathan Meier
- 9 posts
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HOULY Daily Challenge » Day 9 | Motion: Growth
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- Nathan Meier
- 9 posts
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HOULY Daily Challenge » Day 8 | Motion: Falling
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- Nathan Meier
- 9 posts
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Technical Discussion » Houdini - Invalid Binary Token
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- Nathan Meier
- 9 posts
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Did you ever figure this out? I'm getting the same issue with a FLIP cache. most frames load but every once in awhile I get an empty frame and an error. Looking at the file sizes there's info there and the files seem the appropriate size but the cache isn't loading anything and kicking out the below error. I've been working with versions of this file for 2 weeks and never had any issues. Woke up today and started having problems. This was with Houdini 17.5.xxx and now 18.0.416
Technical Discussion » Remove particles from FLIP sim calculation?
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- Nathan Meier
- 9 posts
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Technical Discussion » Remove particles from FLIP sim calculation?
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- Nathan Meier
- 9 posts
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Hello all
I'm doing a FLIP sim that is a viscous pouring liquid. the pour is in a trail that doesn't double back on itself or anything. It's basically an “emit lava” setup with some modifications because as the pour happens I want the liquid to settle and harden. Is there any way to remove those settled, hardened, stopped particles from the sim so they don't have to be calculated anymore? I can't find anything about this–I think maybe I'm not using the correct terms? is this perhaps already happening? I don't want the particles to be killed or disappear, I just don't want them to be calculated anymore once they've settled.
I'm doing a FLIP sim that is a viscous pouring liquid. the pour is in a trail that doesn't double back on itself or anything. It's basically an “emit lava” setup with some modifications because as the pour happens I want the liquid to settle and harden. Is there any way to remove those settled, hardened, stopped particles from the sim so they don't have to be calculated anymore? I can't find anything about this–I think maybe I'm not using the correct terms? is this perhaps already happening? I don't want the particles to be killed or disappear, I just don't want them to be calculated anymore once they've settled.
Houdini Indie and Apprentice » Transferring point velocity to volume
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- Nathan Meier
- 9 posts
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I'm actually running in to this same issue with the volume velocity node and point velocities. curl noise and stuff like that visualizes fine but when i try to pump points with a @v attribute in to the 2nd input it doesn't seem to register no matter what i do. Has anybody gotten this to work?
Technical Discussion » multiple cloth or wire objects into Dops
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- Nathan Meier
- 9 posts
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oblong
just wanted to post a reply to myself to say i resolved this.
For the record - using a standard cloth DOP and altering some parameters effectively turns this into a DOP to create multiple cloth objects -
specifically the Object name set to eg: $OS`$OBJID-1`, the number of objects matching the number of groups you created in Sops, and then inside the cloth configure - set the Primitive Group params to the procedrual group name , again eg: piece`$OBJID-1` - and do that in all the nodes requesting this parameter.
Finite Element solver likes this now.
I have not tried this yet for wire object….
I'm having issues implementing this–I'm not quite sure how to set the Object name nor am I sure where to replace outside of the initial cloth object node. Has anybody else had any success with this method? If so would it be possible to upload a small example scene or provide a more specific write up?
Thanks in advance for any help.
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