I am getting the same issue, sometimes they appear sometimes they vanish.
Am I missing something?
Found 1004 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » AOV scatter AOV fire
-
- mzigaib
- 1004 posts
- Offline
Technical Discussion » Add divergence with FLIP SOP tool
-
- mzigaib
- 1004 posts
- Offline
Oh I figure it out that I need the "narrow band" option enabled, is there a way to do that without having to enable this?
Technical Discussion » Add divergence with FLIP SOP tool
-
- mzigaib
- 1004 posts
- Offline
I am trying to add divergence on my source using the Flip SOP tools, adding on the container a custom attribute and also addin the "divergence" attribute on my geo source but nothing happens.
Am I missing something?
Thanks.
Am I missing something?
Thanks.
Technical Discussion » FLIP SOP how to have closed collider?
-
- mzigaib
- 1004 posts
- Offline
I am not sure why but I try the exact same thing and it does not work for me.
Could someone help me with this?

Could someone help me with this?
Image Not Found
Edited by mzigaib - 2025年3月27日 22:51:18
Technical Discussion » FLIP SOP how to have closed collider?
-
- mzigaib
- 1004 posts
- Offline
Thanks for the feedback, I am glad that there is a solution for that I really like the FLIP SOPs workflow.
I also did try that my way and for some reason it did not work my particles inside were disappearing but I will try again and see what happens, I hope Sidefx have a plan to have a simple solution for situations like this.
Do you need to "fill interior" when you create the inside and outside VDBs before combine them?
Thanks!
I also did try that my way and for some reason it did not work my particles inside were disappearing but I will try again and see what happens, I hope Sidefx have a plan to have a simple solution for situations like this.
Do you need to "fill interior" when you create the inside and outside VDBs before combine them?
Thanks!
Edited by mzigaib - 2025年3月27日 09:03:17
Technical Discussion » FLIP SOP how to have closed collider?
-
- mzigaib
- 1004 posts
- Offline
I want to have fluid inside a sphere like container, how can I do that with the FLIP SOP workflow?
I tried to invert the SDF in the collider but it does not work, can someone help me?
Thanks!
I tried to invert the SDF in the collider but it does not work, can someone help me?
Thanks!
Edited by mzigaib - 2025年3月26日 23:33:49
Solaris and Karma » Solaris overscan workflow
-
- mzigaib
- 1004 posts
- Offline
Anyone knows a way to do that more easily on 20.5?
It should be a way by this point right?
It should be a way by this point right?
Technical Discussion » Houdini with Linux and Wayland
-
- mzigaib
- 1004 posts
- Offline
I am using Houdini with X11 on Fedora with no issues, I just enabled X11 and got no problems so far.
But this should be addressed somehow, I am not sure if it is a Linux or a Sidefx thing.
But this should be addressed somehow, I am not sure if it is a Linux or a Sidefx thing.
Edited by mzigaib - 2025年3月5日 08:55:43
Technical Discussion » Flip SOP add more particles without reseed
-
- mzigaib
- 1004 posts
- Offline
Thanks for the feedback!
Is there a way to keep it oversampled just on the first frame and keep the point count?
It would be spurcing just on the first frame.
I am asking this because I am noticing in this new SOP point count change even when reseed is turned off and I am just emitting on the first frame, is that normal?
Is there a way to keep it oversampled just on the first frame and keep the point count?
It would be spurcing just on the first frame.
I am asking this because I am noticing in this new SOP point count change even when reseed is turned off and I am just emitting on the first frame, is that normal?
Edited by mzigaib - 2025年2月12日 16:05:59
Technical Discussion » Flip SOP add more particles without reseed
-
- mzigaib
- 1004 posts
- Offline
Is there a way to increase the number of particles for the source without reseed on Flip SOP, I could do that with the DOP workflow adding a custom source particles regardless of particle separation.
Any tips?
Any tips?
Edited by mzigaib - 2025年2月12日 09:03:33
Technical Discussion » Sink flip particles dymamically
-
- mzigaib
- 1004 posts
- Offline
Technical Discussion » Sink flip particles dymamically
-
- mzigaib
- 1004 posts
- Offline
Thanks for the feedback,
I tried with a pop kill but no success I will try with the pop wrangle, seems in order to make wholes on the fluid surface I think you need some kind of volume operation but I do not know how to do it inside the flip SOP, am I wrong?
I tried with a pop kill but no success I will try with the pop wrangle, seems in order to make wholes on the fluid surface I think you need some kind of volume operation but I do not know how to do it inside the flip SOP, am I wrong?
Edited by mzigaib - 2025年2月11日 00:49:14
Technical Discussion » Sink flip particles dymamically
-
- mzigaib
- 1004 posts
- Offline
I am using FLIP SOP and a flip boundary SOP to source a sphere with a mask point attribute noise with values between 0-1 sourcing on the first frame, as I start the sim this mask attribute get stick to the particles and I want to remove particles with values bellow 0.5 at certain frame dynamically, how can I do that with this workflow?
Solaris and Karma » Setting up Whitewater shader in MaterialX?
-
- mzigaib
- 1004 posts
- Offline
Solaris and Karma » Setting up Whitewater shader in MaterialX?
-
- mzigaib
- 1004 posts
- Offline
Thanks for the feedback
Yeah I am aware of the lack of support of this issue which BTW was what made Houdini Mantra a go to for whitewater solution, I am sure that Sidefx is aware of this problem but for now it is kind of disappointing not have it, and go for Mantra now that everything is moving to Solaris and USD is not a option.
My solution for now is to render a second pass with spec in Karma but it is really not ideal and it is really hard to get it right imho and it is kind of hard to convince your studio head of IT to use another render engine just because one specific issue, maybe it is a matter of Sidefx to know that this needs attention and I hope they see this.
Yeah I am aware of the lack of support of this issue which BTW was what made Houdini Mantra a go to for whitewater solution, I am sure that Sidefx is aware of this problem but for now it is kind of disappointing not have it, and go for Mantra now that everything is moving to Solaris and USD is not a option.
My solution for now is to render a second pass with spec in Karma but it is really not ideal and it is really hard to get it right imho and it is kind of hard to convince your studio head of IT to use another render engine just because one specific issue, maybe it is a matter of Sidefx to know that this needs attention and I hope they see this.
Solaris and Karma » Setting up Whitewater shader in MaterialX?
-
- mzigaib
- 1004 posts
- Offline
Technical Discussion » Flip SOP custom attribute point
-
- mzigaib
- 1004 posts
- Offline
Thank you for the help!
I did exactly that but for some reason it was not working and then I found out that if you have a "name" attribute on your geometry for some reason it does not work for the attributes to propagate maybe there is some mechanism inside the asset that gets confused when you use that, but now I know it works.
Cheers!
I did exactly that but for some reason it was not working and then I found out that if you have a "name" attribute on your geometry for some reason it does not work for the attributes to propagate maybe there is some mechanism inside the asset that gets confused when you use that, but now I know it works.
Cheers!
Edited by mzigaib - 2025年1月28日 11:31:11
Technical Discussion » Flip SOP custom attribute point
-
- mzigaib
- 1004 posts
- Offline
I am using the flip SOP so I am sourcing my fluid through flip boundary SOP, it does not seem to work even if I put the attributes on the container and in the geo.
Not even "v" seem to work, just FYI I am just emitting for the 1st frame, but even if I put to emit by frame basis I was not able to use boundary sop to pass my custom attributes
What I might be doing wrong?
Not even "v" seem to work, just FYI I am just emitting for the 1st frame, but even if I put to emit by frame basis I was not able to use boundary sop to pass my custom attributes
What I might be doing wrong?
Edited by mzigaib - 2025年1月28日 02:07:17
Technical Discussion » Flip SOP custom attribute point
-
- mzigaib
- 1004 posts
- Offline
How can I create point attributes lets say for each drop sphere that I have on my geometry source so they are carried through the sim?
I tried to use the "custom attribute" on the container SOP but I could not find a way to carry this on the particles, I know you can do that with viscosity but how can I do it properly with a custom attribute?
Any tips?
I tried to use the "custom attribute" on the container SOP but I could not find a way to carry this on the particles, I know you can do that with viscosity but how can I do it properly with a custom attribute?
Any tips?
Edited by mzigaib - 2025年1月27日 13:59:09
Solaris and Karma » Is Karma Pyro material fully compatible with Karma XPU
-
- mzigaib
- 1004 posts
- Offline
-
- Quick Links