I want to have an interaction between a flip fluid simulation and RBD's. My goal is to fracture a falling active RBD on collision with the fluid. Additionally I want to use a dynamic constraining to keep some parts together and some not. I think the “RBD Glue Object”-DOP could work, but it doesn't. A “RBD Fracture Object” DOP is working, but it's fracturing the parts instantly after the collision.
I attached a simple setup. The interaction between flip fluid and the two RBD boxes is working generally. The RBD is colliding and floating after a moment. The “RBD Glue Object” holds the pieces (the two boxes) together, but after collision with fluids the glue will not be break, even with glue strength “0”. It seems that the glue impulse, which is responsible for breaking the glue, is not calculated in interaction with a flip fluid. I added a passive ground and started a sim without the fluid and the behaviour of the glue DOP is like expected, the boxes are breaking and I get a value for the glue impulse.
Is there a limitation or do I have add data to the flip solver for calculating the glue impulse? Or is there another setup necessary? A played around with the “Glue Contraint Relationship” DOP as well, but with no success.
Sorry but I'm fairly new to Houdini
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Houdini Indie and Apprentice » Flip Fluids and RBD Glue
- Pittiplatsch
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Houdini Indie and Apprentice » Displaying render time in Mantra
- Pittiplatsch
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Thank you for your help.
Yes tried the “Render Scheduler”, but the render process will not be killed after the rendering is finished. So the elapsed time parameter is still running.
PS:
I played around with it once more and figured out, that there's a difference when using the “Render View”-Tab or rendering directly to MPlay. With MPlay the “Render Scheduler” is working as expected, but in “Render View” the mantra process will not be killed after finishing the rendering. I think the problem is that the “Render View” is acting as an IPR (mantra will be called with -C option) and is contuniosly waiting for rerendering, so the process is not killed.
I like the “Render View” (it's docked in the UI) and I can switch between Preview and standard rendering mode easily. I've quick access to the Mantra and camera node. I'm from Maya and I'm used to work like this.
The question is: Is there a way to get the render time when using the “Render View”-Tab?
Yes tried the “Render Scheduler”, but the render process will not be killed after the rendering is finished. So the elapsed time parameter is still running.
PS:
I played around with it once more and figured out, that there's a difference when using the “Render View”-Tab or rendering directly to MPlay. With MPlay the “Render Scheduler” is working as expected, but in “Render View” the mantra process will not be killed after finishing the rendering. I think the problem is that the “Render View” is acting as an IPR (mantra will be called with -C option) and is contuniosly waiting for rerendering, so the process is not killed.
I like the “Render View” (it's docked in the UI) and I can switch between Preview and standard rendering mode easily. I've quick access to the Mantra and camera node. I'm from Maya and I'm used to work like this.
The question is: Is there a way to get the render time when using the “Render View”-Tab?
Houdini Indie and Apprentice » Displaying render time in Mantra
- Pittiplatsch
- 14 posts
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I'm a little bit confused, because I can not find a working solution for displaying the render time of the last rendered frame when rendering with Mantra. Is there a proper way to achieve this?
Houdini Indie and Apprentice » Multiple instances of Houdini on windows
- Pittiplatsch
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I've found a way to update my Nvidia drivers correctly. Now it's possible to start multiple instances with gl 3.x viewport settings. Thanks.
Houdini Indie and Apprentice » Multiple instances of Houdini on windows
- Pittiplatsch
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I've found a way to update my Nvidia drivers correctly. Now it's possible to start multiple instances with gl 3.x viewport settings. Thanks.
Houdini Indie and Apprentice » Drop-on-wire not working in Houdini 12.5.533
- Pittiplatsch
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Houdini Indie and Apprentice » Multiple instances of Houdini on windows
- Pittiplatsch
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Maybe you are right. Unfortunately I can't update my graphics driver for the moment, so I switched from GL3.2 to GL2.1 in the Houdini settings. It's working with simultaneous instances. Thank you very much.
Peter
Peter
Houdini Indie and Apprentice » Multiple instances of Houdini on windows
- Pittiplatsch
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Hi everybody,
how can I run multiple instances of Houdini on a Windows 7 system? Everytime I try to launch a second instance, Houdini is crashing with a “Segmentation Fault fatal error”. I tried using cmd as well as the standard desktop icon.
Thanks a lot.
Peter
how can I run multiple instances of Houdini on a Windows 7 system? Everytime I try to launch a second instance, Houdini is crashing with a “Segmentation Fault fatal error”. I tried using cmd as well as the standard desktop icon.
Thanks a lot.
Peter
Houdini Indie and Apprentice » Drop-on-wire not working in Houdini 12.5.533
- Pittiplatsch
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Hi,
I wonder why I can't connect nodes via the drop on wire functionality in the node editor. The option for allowing this is active (in the global preferences as well as in the right click menu within the node editor itself) and I've no idea why it's not working. A bug? Any ideas?
Peter
I wonder why I can't connect nodes via the drop on wire functionality in the node editor. The option for allowing this is active (in the global preferences as well as in the right click menu within the node editor itself) and I've no idea why it's not working. A bug? Any ideas?
Peter
Houdini Indie and Apprentice » H12: Flipbook issues
- Pittiplatsch
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I've found a solution for the “file save error” problem. It has something to do with general output resolution limitation with Houdini Apprentice. Reducing the flipbook output size to 720x576 or below helps a lot , sounds sensible to me. ops:
But the drop frames issue when flipbooking to mplay still exists.
But the drop frames issue when flipbooking to mplay still exists.
Houdini Indie and Apprentice » H12: Flipbook issues
- Pittiplatsch
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I'm sorry. I thought it was, but in H11 flipbook is not working also. The same issues as I described. Is this a limitation of the non-commercial version perhaps?
Peter
Peter
Houdini Indie and Apprentice » H12: Flipbook issues
- Pittiplatsch
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Houdini Indie and Apprentice » H12: Flipbook issues
- Pittiplatsch
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I did a quick test on another computer (similar configuration) and flipbook features also doesnt work.
Can maybe someone confirm this too?
Peter
Can maybe someone confirm this too?
Peter
Houdini Indie and Apprentice » H12: Flipbook issues
- Pittiplatsch
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Hello,
I can't export frames using Houdini's flipbook. Houdini quits flipbooking after rendering first frame with this error message:
“Image file save error: Unable to create image …”
Flipbooking directly to MPlay is working, but I'm getting a lot of drop frames. For this reason it's a useless workaround exporting frames with MPlay to disk.
I've checked out every GL Mode in the “3D Viewports” preferences.
I also tried a fresh Houdini installation and I cleaned the Houdini profile in “users/my documents”.
UAC is turned off and I've all privileges to write to the desired destination folder.
Using a “OpenGL ROP” instead flipbook export is working (same destination folder), but I'm getting different results compared to the viewport display. So it is difficult to control how the written image looks like.
In H11 everything is working pretty well.
Any ideas?
Thanks a lot,
Peter
Windows 7 64Bit, Quadro 2000M, Latest NVidia driver (295.73), H12.0.0560 Apprentice
I can't export frames using Houdini's flipbook. Houdini quits flipbooking after rendering first frame with this error message:
“Image file save error: Unable to create image …”
Flipbooking directly to MPlay is working, but I'm getting a lot of drop frames. For this reason it's a useless workaround exporting frames with MPlay to disk.
I've checked out every GL Mode in the “3D Viewports” preferences.
I also tried a fresh Houdini installation and I cleaned the Houdini profile in “users/my documents”.
UAC is turned off and I've all privileges to write to the desired destination folder.
Using a “OpenGL ROP” instead flipbook export is working (same destination folder), but I'm getting different results compared to the viewport display. So it is difficult to control how the written image looks like.
In H11 everything is working pretty well.
Any ideas?
Thanks a lot,
Peter
Windows 7 64Bit, Quadro 2000M, Latest NVidia driver (295.73), H12.0.0560 Apprentice
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