My guided ocean flip sim collapses on itself and I can't figure out what is causing this.
I attached a few frames from my latest flipbook to demonstrate what I mean as well as a screenshot of my volume limit settings.
Any help is much appreciated!
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Technical Discussion » Ocean fluid collapses on itself
- aarondornez
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Technical Discussion » RBD Center of Mass
- aarondornez
- 25 posts
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I am trying to get a better understanding about Rigid Bodies and simulation setups, hence this quick question.
I want to manually control the Center of Mass on my RBD object. Is this position measured in the object's local space or in world space?
I assume this parameter serves to initialize the CoM on the first frame of the simulation and then follows the object during it.
I want to manually control the Center of Mass on my RBD object. Is this position measured in the object's local space or in world space?
I assume this parameter serves to initialize the CoM on the first frame of the simulation and then follows the object during it.
Technical Discussion » Smoke collision: collision with bounding box instead of actual SDF
- aarondornez
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I am doing a smoke collision with a simple object flying through a ‘thin layer’ of smoke but when the sphere SDF hits the surface the collision that is visible is shaped like the bounding box around the SDF. Any ideas on how to solve this?
All suggestions are much appreciated!
Cheers.
All suggestions are much appreciated!
Cheers.
Technical Discussion » Export instanced geometry
- aarondornez
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Technical Discussion » Export instanced geometry
- aarondornez
- 25 posts
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Efi
You can export if you use a copy node instade your instance node. i think instance node is a good way if you want render it in houdini.
I show you a way in the hip.
Hi,
This works so thank you!
Would you mind explaining how this takes into account the different pscale groups? I don't understand how the different meshes get assigned to certain points using the copy SOP.
Cheers!
Technical Discussion » Export instanced geometry
- aarondornez
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Technical Discussion » Export instanced geometry
- aarondornez
- 25 posts
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Hi!
I'm working on a scene where I made snow-particles and instanced 3 different snowflake models based on the particle's pscale (using the instance node). I need these animated snowflake models in Maya, but so far I was only able to get the particles exported, is there any way of having the result of the instance node exported so I don't lose my setup.
Any help is much appreciated!
Cheers
I'm working on a scene where I made snow-particles and instanced 3 different snowflake models based on the particle's pscale (using the instance node). I need these animated snowflake models in Maya, but so far I was only able to get the particles exported, is there any way of having the result of the instance node exported so I don't lose my setup.
Any help is much appreciated!
Cheers
Technical Discussion » Multiple Particle streams from 1 dead particle (Particle Fireworks)
- aarondornez
- 25 posts
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That still doesn't seem to work unfortunately. The weird thing is that the particles do show in the render view but are nowhere to be seen in the viewport.
Technical Discussion » Multiple Particle streams from 1 dead particle (Particle Fireworks)
- aarondornez
- 25 posts
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Technical Discussion » Multiple Particle streams from 1 dead particle (Particle Fireworks)
- aarondornez
- 25 posts
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Trying to add a third particle stream to make smoke out of those and having the same issue. The two burst streams still works no sign of the third one when I let the simulation run. This is getting quite frustrating since I don't understand why this is happening.
Again, any help is welcome!
Again, any help is welcome!
Technical Discussion » Multiple Particle streams from 1 dead particle (Particle Fireworks)
- aarondornez
- 25 posts
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Hi Thomas,
Thanks! I got it working now but for the first POP Replicate I do need to use the first input, otherwise I get no bursts at all, so that has me a bit confused. Could you explain how this works or the logic behind it?
Aaron
Thanks! I got it working now but for the first POP Replicate I do need to use the first input, otherwise I get no bursts at all, so that has me a bit confused. Could you explain how this works or the logic behind it?
Aaron
Technical Discussion » Multiple Particle streams from 1 dead particle (Particle Fireworks)
- aarondornez
- 25 posts
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Hi,
I am making a fireworks particle setup and have run into a problem. When the initial particle (the firework arrow) dies I want multiple bursts of new particles to emerge to get more variation in the particles. However in the way I am creating my streams I only get the first burst. (screenshot attached)
Any help would be much appreciated.
Cheers,
Aaron
I am making a fireworks particle setup and have run into a problem. When the initial particle (the firework arrow) dies I want multiple bursts of new particles to emerge to get more variation in the particles. However in the way I am creating my streams I only get the first burst. (screenshot attached)
Any help would be much appreciated.
Cheers,
Aaron
Technical Discussion » Preserve class attribute in Connectivity SOP
- aarondornez
- 25 posts
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Tanto
Hey Aaron, are your primitive numbers changing as well from frame to frame? Otherwise you could copy the class attributes from the last frame of the simulation.
If that doesn't work, could your pieces inherit a unique ID from the emitting geometry?
Hey,
Thanks for your response, the primnums seem to stay consistent.
How would I go about accessing the value of something at a certain frame?
In pseudo-code I would assume something like this (in a primitive attribute wrangle):
class = class at frame 150
Forgive my simplistic approach, vex is not my strong suit.
Appreaciate the help, cheers!
Technical Discussion » Preserve class attribute in Connectivity SOP
- aarondornez
- 25 posts
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Hi,
I'm working on a diffusion simulation with growing geometry and want to add color variation (2 or 3 different colors) to the different pieces that grow. I do so by using a Connectivity SOP and use its class attribute to group the chunks of geometry, then I assign my shaders based on these groups (for instance: even numbers get blue, odd numbers get red).
Now the problem I'm having is that the class attribute constantly updates because of new spawning geometry, but it also changes the existing class values, which causes my colors to flicker.
I understand why this is happening, but I don't know a solution so any help is much appreciated!
Cheers!
I'm working on a diffusion simulation with growing geometry and want to add color variation (2 or 3 different colors) to the different pieces that grow. I do so by using a Connectivity SOP and use its class attribute to group the chunks of geometry, then I assign my shaders based on these groups (for instance: even numbers get blue, odd numbers get red).
Now the problem I'm having is that the class attribute constantly updates because of new spawning geometry, but it also changes the existing class values, which causes my colors to flicker.
I understand why this is happening, but I don't know a solution so any help is much appreciated!
Cheers!
Edited by aarondornez - 2018年5月24日 20:07:04
Technical Discussion » Camera background image not centered
- aarondornez
- 25 posts
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So I have a strange issue where I add a image sequence to the background image of a camera, and it moves the image down.
I added an image with what it looks like. Don't really know why this happens, have done this in the same way I usually do. Anyone who can help me out here?
Cheers!
I added an image with what it looks like. Don't really know why this happens, have done this in the same way I usually do. Anyone who can help me out here?
Cheers!
Houdini Learning Materials » How do I create increasing numbers in the scene view
- aarondornez
- 25 posts
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Houdini Learning Materials » How do I create increasing numbers in the scene view
- aarondornez
- 25 posts
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I want to make numbers that are displayed in the scene view, so as fonts. They are copied next to ruler lines. I want the numbers to be increasing and have tried to do so with a combination of copy stamp and python. I know my logic is flawed somewhere but I can't wrap my head around it to figure out other ways of doing this.
Technical Discussion » How do I scale every fifth copy in a copy SOP?
- aarondornez
- 25 posts
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Hi Merlino,
This works fine, I was trying something with stamp copy but couldn't wrap my head around it. Very helpful, thank you!
This works fine, I was trying something with stamp copy but couldn't wrap my head around it. Very helpful, thank you!
Technical Discussion » How do I scale every fifth copy in a copy SOP?
- aarondornez
- 25 posts
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Simple question: I want to make lines like on a ruler where every fifth line is longer than the others, there should be an easy way to do this but I can't seem to find it.
Cheers!
Cheers!
Houdini Indie and Apprentice » Why does $SIZE not work for everything?
- aarondornez
- 25 posts
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