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Houdini for Realtime » Houdini Niagara Updates
- billyslol09
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Does anyone know if Labs Niagara export json file has a cap limit for size or particle count?
Technical Discussion » Copy to Points is messing the pscale when particles die HELP
- billyslol09
- 20 posts
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Greetings, I have a problem with pop sim
Basically I randomize the pscale after the simulation with a Randomize Attributes SOP and then I copy to points some spheres
The problem is that I kill some particles and when they die the pscale is changing from particle to particle and not stick to the same particle all the time.
To be more precise I what to export these particles to cinema 4d and render them as instances there, but this is happening with redshift instancing too.
Basically I randomize the pscale after the simulation with a Randomize Attributes SOP and then I copy to points some spheres
The problem is that I kill some particles and when they die the pscale is changing from particle to particle and not stick to the same particle all the time.
To be more precise I what to export these particles to cinema 4d and render them as instances there, but this is happening with redshift instancing too.
Technical Discussion » POP Fluid and RBD Object Mutual Collision
- billyslol09
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Is it possible to have a mutual collision between Pop Solver, with POP Fluid, and an RBD Object ?
Something like the Feedback Scale we have in Flip Solver.
It's a basic Setup, I have a box, blasted the top edge, and an RBD Sphere in there, and I emmit Pop Fluid and I'm trying to achieve mutual collisions, so to make the sphere float on the liquid surface
Something like the Feedback Scale we have in Flip Solver.
It's a basic Setup, I have a box, blasted the top edge, and an RBD Sphere in there, and I emmit Pop Fluid and I'm trying to achieve mutual collisions, so to make the sphere float on the liquid surface
Technical Discussion » Flip Fluid and Volume Collision ERRORS
- billyslol09
- 20 posts
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Greetings, I had this issue before and I thought that maybe I was doing something wrong.
After some time searching and learning more about Houdini, I sure that I'm doing basically everything right.
1) The geometry is perfect with no holes.
2) Enough Subdivisions.
3) Extruded more than enough.
4) High Voxel Size Cache.
5) Cached one frame of the collision Geo and animated it in Obj Level so it wont have any problem with reloading the volume.
6) Lower the grid Size as CGwiki suggested for no volume loss.
7) About 5mil particles with Reseeding on.
8) Approximately 5 Substeps.
9) Load the Collision Geo with Volume collision just like Flip Fluid Workshop suggested.
10)I did the simulation in real-life scale and it went real bad, so I changed the scene scale to something like 6meters the bottle.
SO, my point is that FIRSTLY I get awful collisions and the fluid goes thought the collisions, and SECONDLY I get a bit of volume loss that I'm trying to counteract with reseeding and divergence.
The more Substeps I add the less interesting the simulation gets.It's becoming really lame and with no interesting sculptings.
I could introduce more forces to make it interesting again, but the point is it takes too much time to do the sim, and at the end of the day it's not worth it.
Any suggestions ?
Thank you in regards!
After some time searching and learning more about Houdini, I sure that I'm doing basically everything right.
1) The geometry is perfect with no holes.
2) Enough Subdivisions.
3) Extruded more than enough.
4) High Voxel Size Cache.
5) Cached one frame of the collision Geo and animated it in Obj Level so it wont have any problem with reloading the volume.
6) Lower the grid Size as CGwiki suggested for no volume loss.
7) About 5mil particles with Reseeding on.
8) Approximately 5 Substeps.
9) Load the Collision Geo with Volume collision just like Flip Fluid Workshop suggested.
10)I did the simulation in real-life scale and it went real bad, so I changed the scene scale to something like 6meters the bottle.
SO, my point is that FIRSTLY I get awful collisions and the fluid goes thought the collisions, and SECONDLY I get a bit of volume loss that I'm trying to counteract with reseeding and divergence.
The more Substeps I add the less interesting the simulation gets.It's becoming really lame and with no interesting sculptings.
I could introduce more forces to make it interesting again, but the point is it takes too much time to do the sim, and at the end of the day it's not worth it.
Any suggestions ?
Thank you in regards!
Technical Discussion » How to Random Copy Geometry on Particles
- billyslol09
- 20 posts
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Greeting,
I have 4 different geo and I want to copy them like instances on a POP simulation.
I used Copy to Points SOP with a Switch NODE and a FOREACHLOOP to randomly choose between my geos.
So far so good, but the problem is that the FOREACH is cooking every frame and it take so much time even with a COMPILE SOP.
Is it possible to randomly copy the geo on the point with the foreach at the first frame and them let them keep the point instance without cooking every frame ?
I have 4 different geo and I want to copy them like instances on a POP simulation.
I used Copy to Points SOP with a Switch NODE and a FOREACHLOOP to randomly choose between my geos.
So far so good, but the problem is that the FOREACH is cooking every frame and it take so much time even with a COMPILE SOP.
Is it possible to randomly copy the geo on the point with the foreach at the first frame and them let them keep the point instance without cooking every frame ?
Technical Discussion » How to Shade Particles in Viewport?
- billyslol09
- 20 posts
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mestela
Fun question, had a go at a cheap lighting setup. I merge in all the lights in the scene, read their colour, intensity, exposure, and use that plus their position to do some simple lighting calculations.
Could extend it to do normals, maybe even a estimation of the number of points between the light and the current point to do shadowing, but I reckon this works well enough as a test.
What you made here is amazing !
Technical Discussion » How to Shade Particles in Viewport?
- billyslol09
- 20 posts
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Greetings,
I have a particle system in my Geo Sop and I want to add some lights to make a simple shading to my particles.
I get that the lights in Viewport work only on geometries but I don't want to instance spheres to 1mil particles just to shade them.
Also, I used an ADD SOP after my DOP I/O and enable the Particles System option but still nothing.
Am I missing something?
I have a particle system in my Geo Sop and I want to add some lights to make a simple shading to my particles.
I get that the lights in Viewport work only on geometries but I don't want to instance spheres to 1mil particles just to shade them.
Also, I used an ADD SOP after my DOP I/O and enable the Particles System option but still nothing.
Am I missing something?
Technical Discussion » if expresion not working VEX
- billyslol09
- 20 posts
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if ( $F < 16 && $F > 70, 1, 0)
what is wrong here? I'm using a switch node and I want to have this expression where I want input 0 from frame 16 - 70 FRAME
what is wrong here? I'm using a switch node and I want to have this expression where I want input 0 from frame 16 - 70 FRAME
Edited by billyslol09 - 2020年3月30日 08:11:43
Technical Discussion » How to avoid particle loss in FLIP fluid sim?
- billyslol09
- 20 posts
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akvahouseysysimonBut if my geo collider moves definitely fast, I use pop fluid in basic pop solver, because flip doesn`t fit to this type of sim I think.billyslol09
Greetings, I deal with the same problem in a more basic level, I'm trying to fill a glass with water and I'm losing volume as you can see below
How many substeps is a good starting point?
Hello.If your collider is not moving at high speed, then you do not need to increase substep.
You need to decrease the Grid scale.
I got a feeling that POP Fluid feels unnatural for some reason. Also you don't have all the attribute and parameters you have in flip
Technical Discussion » How to avoid particle loss in FLIP fluid sim?
- billyslol09
- 20 posts
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Greetings, I deal with the same problem in a more basic level, I'm trying to fill a glass with water and I'm losing volume as you can see below
How many substeps is a good starting point?
How many substeps is a good starting point?
Technical Discussion » Gas MicroSolvers apply to particle group
- billyslol09
- 20 posts
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Greetings,
I have few microsolvers in my Flip Solver Volume Velocity and I want to apply them to only 1 of my 2 emitters.
Do I use a POP Wrangle after my MicroSolvers like (if viscosity > 500 then apply) or do i need to make some initial groups of my particles and apply the micro solvers to the favoured group ?
I have few microsolvers in my Flip Solver Volume Velocity and I want to apply them to only 1 of my 2 emitters.
Do I use a POP Wrangle after my MicroSolvers like (if viscosity > 500 then apply) or do i need to make some initial groups of my particles and apply the micro solvers to the favoured group ?
Technical Discussion » Flip and Grains Interaction
- billyslol09
- 20 posts
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Greetings,
I've seen many fellow artists doing some RnD with Flip and Grains interactions, and I'm curious what's the basic setup in the DOP Network for them to work.
Also i'd like to awake grains from Flip Volume. is that possible ?
I've seen many fellow artists doing some RnD with Flip and Grains interactions, and I'm curious what's the basic setup in the DOP Network for them to work.
Also i'd like to awake grains from Flip Volume. is that possible ?
Technical Discussion » 2 Flip Object Interaction_Volume Source and Narrow Band
- billyslol09
- 20 posts
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To help a bit, I want to achieve something like this:
https://www.shutterstock.com/video/clip-3017227-pouring-honey-on-yoghurt-shooting-high-speed [www.shutterstock.com]
Is it possible to make it with yogurt as Fluid, or should I make it as soft body ?
https://www.shutterstock.com/video/clip-3017227-pouring-honey-on-yoghurt-shooting-high-speed [www.shutterstock.com]
Is it possible to make it with yogurt as Fluid, or should I make it as soft body ?
Technical Discussion » 2 Flip Object Interaction_Volume Source and Narrow Band
- billyslol09
- 20 posts
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Greetings,
I'm working on a simulation, kinda a classic one, with Viscous Chocolate been poured on Yogurt. Basically a Viscous Liquid Collides with a more Viscous Liquid and they BOTH get deformed in some way the Chocolate more, the Yogurt less.
I did the Chocolate pouring and it looks really nice at first, now I need to replace the Ground plane with the Viscous Yogurt.
I had the idea of using Narrow Band for the Yogurt surface and using double viscosity than the chocolate.
But in my bad luck you can't Merge 2 Flip Solvers.
I've read that you can use 2 Flip Objects though, but how do I import the Narrow Band in one Flip object and the other Flip Object points at the Emitter from Volume Source ?
Basically, how do you have 2 different Fluids(with different attributes), one imported as Volume Source and the other as Narrow Band?
Thanks in Regards
I'm working on a simulation, kinda a classic one, with Viscous Chocolate been poured on Yogurt. Basically a Viscous Liquid Collides with a more Viscous Liquid and they BOTH get deformed in some way the Chocolate more, the Yogurt less.
I did the Chocolate pouring and it looks really nice at first, now I need to replace the Ground plane with the Viscous Yogurt.
I had the idea of using Narrow Band for the Yogurt surface and using double viscosity than the chocolate.
But in my bad luck you can't Merge 2 Flip Solvers.
I've read that you can use 2 Flip Objects though, but how do I import the Narrow Band in one Flip object and the other Flip Object points at the Emitter from Volume Source ?
Basically, how do you have 2 different Fluids(with different attributes), one imported as Volume Source and the other as Narrow Band?
Thanks in Regards
Technical Discussion » Flip Fluid-Volume Source wierd particle disappearing
- billyslol09
- 20 posts
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If I use Volume Source to import my fluid by Flip Source the collisions are not the same as if I import my fluid from Fluid Object-Sop Path.
Also with Volume Source, I'm experiencing some volume loss as the simulation is going on, like particles are disappearing.
Why though? Am I missing something?
I need to import my emitter from Volume source to import some initialized data, like different Densities to blend them.
Also with Volume Source, I'm experiencing some volume loss as the simulation is going on, like particles are disappearing.
Why though? Am I missing something?
I need to import my emitter from Volume source to import some initialized data, like different Densities to blend them.
Technical Discussion » Flip Fluid Volume Loss, Particles Dying
- billyslol09
- 20 posts
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Technical Discussion » Flip Fluid Volume Loss, Particles Dying
- billyslol09
- 20 posts
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Technical Discussion » Flip Fluid Volume Loss, Particles Dying
- billyslol09
- 20 posts
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Thanks for your answer but I don't think that my liquid is leaking out, I don't see any liquid going out of the cup, and also at the beginning the fluid seems stable, but when I spot emitting and I start rotating it happens
Technical Discussion » Flip Fluid Volume Loss, Particles Dying
- billyslol09
- 20 posts
- Offline
Greetings,
I'm doing a basic flip simulation where I fill a cup with liquid and then I rotate the cup to spill the liquid into another cup.
Sounds super easy and basic, but after some time fine-tuning the collisions and the liquid, I can say with certainty that my liquid volume is getting less and less like my particles are dying or sucked into the geometry.
A searched a lot for a solution, like changing the Scale of the scene, or lowering the Grid-Scale ( CG Wiki ), or change the collisions but nothing really helps at all.
thank you in regards
I'm doing a basic flip simulation where I fill a cup with liquid and then I rotate the cup to spill the liquid into another cup.
Sounds super easy and basic, but after some time fine-tuning the collisions and the liquid, I can say with certainty that my liquid volume is getting less and less like my particles are dying or sucked into the geometry.
A searched a lot for a solution, like changing the Scale of the scene, or lowering the Grid-Scale ( CG Wiki ), or change the collisions but nothing really helps at all.
thank you in regards
Technical Discussion » How to approad flour Simulation
- billyslol09
- 20 posts
- Offline
Greetings,
I'm trying to achieve something like this https://www.shutterstock.com/video/clip-24306053-slow-motion-falling-eggs-into-flour-stock [www.shutterstock.com]
Forget about the eggs, generally I'd like to simulate a collision on a dust / powder like flour.
First of all, how should I approach this effect? Particles or Grains? And if I choose Grains, should I use the normal Grain Solver or the Vellum one?
On the picture below I have a setup that I used the standard Grain Solver, and 2 RBD object, on is the static plate, and the other one is the moving ball.
I encounter many problems like the ball bouncing really hard on the flour, instead of just landing, and if I change the RBD Solver priority in the Merge, then the Grain collide merely good with the ball but they pass through the plate. So basically the Solver can't read both the RBD objects correctly.
Also, after all, I need to use a custom Force to “Explode” some Grains in the air, because it seems impossible to happen with just the ball collision.
Thank you in Advance !!
I'm trying to achieve something like this https://www.shutterstock.com/video/clip-24306053-slow-motion-falling-eggs-into-flour-stock [www.shutterstock.com]
Forget about the eggs, generally I'd like to simulate a collision on a dust / powder like flour.
First of all, how should I approach this effect? Particles or Grains? And if I choose Grains, should I use the normal Grain Solver or the Vellum one?
On the picture below I have a setup that I used the standard Grain Solver, and 2 RBD object, on is the static plate, and the other one is the moving ball.
I encounter many problems like the ball bouncing really hard on the flour, instead of just landing, and if I change the RBD Solver priority in the Merge, then the Grain collide merely good with the ball but they pass through the plate. So basically the Solver can't read both the RBD objects correctly.
Also, after all, I need to use a custom Force to “Explode” some Grains in the air, because it seems impossible to happen with just the ball collision.
Thank you in Advance !!
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