ohh! how do i post bgeo's file here? it doesnt come up… okay, this is the bottle geometry in hip file.
thank you.
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Technical Discussion » bottle drop in flip fluid
- sanlin
- 12 posts
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Technical Discussion » bottle drop in flip fluid
- sanlin
- 12 posts
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oh sorry… forgot that it was a bgeo…
here you go and i had tried another test again.
i feel the other test is better than the previous one, but still need to work on it… want to try to make it as close as the reference video.
Thanks a lot!
here you go and i had tried another test again.
i feel the other test is better than the previous one, but still need to work on it… want to try to make it as close as the reference video.
Thanks a lot!
Technical Discussion » bottle drop in flip fluid
- sanlin
- 12 posts
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hi everyone.
I am trying to create the kind of effect of a bottle dropping into the water as could be seen in the attachment. for that, i am using flip fluid.
i tried so many times but still could not get the same result as it is…
so far my attempt wont look that good, and ive got problem in rendering as i am not sure how to render this kind of shot…
ive been wondering how to create those liquid as my liquid looks empty when rendered (i mean the inside part of the liquid)
thanks a lot in advance!
I am trying to create the kind of effect of a bottle dropping into the water as could be seen in the attachment. for that, i am using flip fluid.
i tried so many times but still could not get the same result as it is…
so far my attempt wont look that good, and ive got problem in rendering as i am not sure how to render this kind of shot…
ive been wondering how to create those liquid as my liquid looks empty when rendered (i mean the inside part of the liquid)
thanks a lot in advance!
Houdini Lounge » Up vector explanation...
- sanlin
- 12 posts
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Hi guys,
thanks for the fast reply.
Fabian, is it basically helping us to define a new vector (xyz) orientation? Because I just tried using it, and now, I could see the up attributes in the viewport, and the particle gnomon was changing as well once I change the up vector and when i gave it a force pop, i could see the change… In my last post, my viewport didnt give me any feedback, when i display the particle gnomon, they were just stayed still.. so i had no idea what was happened… But still I need to have a look at this.. still not really sure.. well thanks for the explanation anyway, I know its hard to explain as i myself having difficulties how to ask..
Ragupasta, thanks a lot for the reply. I did try that before, but it wasnt work because there was a problem with the viewport display. I realized it as you told me the same way as I had it before and it wasn't give me any feedback.
I just went to the edit~preferences~3d viewports, and changed the scene renderer to GL 2.1 which by default is H11. Now I could see the particle gnomon rotating and etc which I could'nt before
thanks for the fast reply.
Fabian, is it basically helping us to define a new vector (xyz) orientation? Because I just tried using it, and now, I could see the up attributes in the viewport, and the particle gnomon was changing as well once I change the up vector and when i gave it a force pop, i could see the change… In my last post, my viewport didnt give me any feedback, when i display the particle gnomon, they were just stayed still.. so i had no idea what was happened… But still I need to have a look at this.. still not really sure.. well thanks for the explanation anyway, I know its hard to explain as i myself having difficulties how to ask..
Ragupasta, thanks a lot for the reply. I did try that before, but it wasnt work because there was a problem with the viewport display. I realized it as you told me the same way as I had it before and it wasn't give me any feedback.
I just went to the edit~preferences~3d viewports, and changed the scene renderer to GL 2.1 which by default is H11. Now I could see the particle gnomon rotating and etc which I could'nt before
Houdini Lounge » Up vector explanation...
- sanlin
- 12 posts
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Hi!
I was wondering about up vector. As I dont really know what it is, what is that for, and what does it do in 3d especially in Houdini or maybe it is a math term (pardon me as english is not my first language)…
As far as I know from google, and by looking at the lookat POP node example, http://localhost:48626/nodes/pop/lookat [localhost] , it seems that its purpose is to define the particle's axis perhaps?
So it will be great if somebody could explain up vector.. how do we able to see it in Houdini? Like we can see the point normals etc…
In that example itself, in the upvector1 node, it has this expression :
vector3(0, 1, 0) * rotate(ch(“../../path_object/rz”), “z”)
which the ch() expression was actually returning nothing as that path object is not at the correct level… it should go up one level higher so it could return the rz value of path_object which is 20.
even if I delete everything apart from the vector3() expression, the example still works fine. And i tried to even bypass the upvector node, and it is also still working.
I also read somewhere in the upvector help, that the default z axis for a particle is its velocity, and the y axis is defined by the up vector, and x axis is the cross product between the z and y axis.
So by reading all of this info, I assumed that up vector is to define the axis?
Thank you for the time and thanks in advance for any insight.
I was wondering about up vector. As I dont really know what it is, what is that for, and what does it do in 3d especially in Houdini or maybe it is a math term (pardon me as english is not my first language)…
As far as I know from google, and by looking at the lookat POP node example, http://localhost:48626/nodes/pop/lookat [localhost] , it seems that its purpose is to define the particle's axis perhaps?
So it will be great if somebody could explain up vector.. how do we able to see it in Houdini? Like we can see the point normals etc…
In that example itself, in the upvector1 node, it has this expression :
vector3(0, 1, 0) * rotate(ch(“../../path_object/rz”), “z”)
which the ch() expression was actually returning nothing as that path object is not at the correct level… it should go up one level higher so it could return the rz value of path_object which is 20.
even if I delete everything apart from the vector3() expression, the example still works fine. And i tried to even bypass the upvector node, and it is also still working.
I also read somewhere in the upvector help, that the default z axis for a particle is its velocity, and the y axis is defined by the up vector, and x axis is the cross product between the z and y axis.
So by reading all of this info, I assumed that up vector is to define the axis?
Thank you for the time and thanks in advance for any insight.
Technical Discussion » pyro density source keeps reappearing or jittering
- sanlin
- 12 posts
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Hi everyone,
I have a problem with pyro dynamics.
Actually I am trying to simulate smoke coming out from a wall which is got hit and break.
Please correct if i'm wrong, i break the wall use voronoi and i use RBD to simulate the breaking, and then i used that RBD pieces which is already simulated, to generate smoke, so the smoke could trail the flying wall pieces.
The problem is, my chunk size, is a bit small, as it is a wall, its not thick, and its been broken to small pieces which make it even smaller. So the pyro density source (the source purple thingy that emits smoke) becomes jittery and create a lot of small popping in the smoke simulation.
I test something with bigger and thicker box object, it works fine, but when I resize it, then the same problem appears (its the attachment file).
I also tried to increase the voxel grid size (uniform division) into a higher number, it slows down the simulation drastically , but it is a bit better.
I was wondering is there any other way to solve this apart from cranking up the uniform division? Any help will be much appreciated.
Thanks for the time and help guys.
Shandy
I have a problem with pyro dynamics.
Actually I am trying to simulate smoke coming out from a wall which is got hit and break.
Please correct if i'm wrong, i break the wall use voronoi and i use RBD to simulate the breaking, and then i used that RBD pieces which is already simulated, to generate smoke, so the smoke could trail the flying wall pieces.
The problem is, my chunk size, is a bit small, as it is a wall, its not thick, and its been broken to small pieces which make it even smaller. So the pyro density source (the source purple thingy that emits smoke) becomes jittery and create a lot of small popping in the smoke simulation.
I test something with bigger and thicker box object, it works fine, but when I resize it, then the same problem appears (its the attachment file).
I also tried to increase the voxel grid size (uniform division) into a higher number, it slows down the simulation drastically , but it is a bit better.
I was wondering is there any other way to solve this apart from cranking up the uniform division? Any help will be much appreciated.
Thanks for the time and help guys.
Shandy
Houdini Indie and Apprentice » outputting expression in textport?
- sanlin
- 12 posts
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Hi Jeff and everyone!
hey its working! thanks a lot. Actually yesterday I hadn't pointed it out to my scatter node in the textport, so it didnt show me anything. My bad.
Thank you all for the help and time! Appreciate it!
Shandy
hey its working! thanks a lot. Actually yesterday I hadn't pointed it out to my scatter node in the textport, so it didnt show me anything. My bad.
Thank you all for the help and time! Appreciate it!
Shandy
Houdini Indie and Apprentice » outputting expression in textport?
- sanlin
- 12 posts
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Hi Jeff,
thanks for your quick response. Appreciate that. But I still cant get it. Yes i do sometime checking them with spreadsheet. But if I put a pointgrouplist() expression and make it as a string point attribute, it returns me “pointgrouplist(../../mypath)” in the geometry spreadsheet.
I tried the echo `pointgrouplist(“../../mypath”), but it didnt give me any results. I also tried to go into my obj folder to my geo1 through textport, but also didnt give me anything. Maybe I did something wrong?
Attach below is a simple file. I have a partition node in my sphere and I put “point_$PT” in the rule parm. When I middle click it, I can see point_0, point_1, etc. Next to them I put a grid and a scatter node. in points parm inside scatter node, I put “pointgrouplist(”../partition1“)”, and it returns me an error. I know scatter node expects me to return an integer there, but it will be okay soon if I add argc() on top of pointgrouplist. I know this trick from Peter Claes' tutorial. But what is bugging me, is there any way to check any expression value either it is a string or integer, or vector to a textport or anything similar?
Hope I am not confusing you.
Thank you for your time,
Shandy
thanks for your quick response. Appreciate that. But I still cant get it. Yes i do sometime checking them with spreadsheet. But if I put a pointgrouplist() expression and make it as a string point attribute, it returns me “pointgrouplist(../../mypath)” in the geometry spreadsheet.
I tried the echo `pointgrouplist(“../../mypath”), but it didnt give me any results. I also tried to go into my obj folder to my geo1 through textport, but also didnt give me anything. Maybe I did something wrong?
Attach below is a simple file. I have a partition node in my sphere and I put “point_$PT” in the rule parm. When I middle click it, I can see point_0, point_1, etc. Next to them I put a grid and a scatter node. in points parm inside scatter node, I put “pointgrouplist(”../partition1“)”, and it returns me an error. I know scatter node expects me to return an integer there, but it will be okay soon if I add argc() on top of pointgrouplist. I know this trick from Peter Claes' tutorial. But what is bugging me, is there any way to check any expression value either it is a string or integer, or vector to a textport or anything similar?
Hope I am not confusing you.
Thank you for your time,
Shandy
Houdini Indie and Apprentice » outputting expression in textport?
- sanlin
- 12 posts
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Hi guys,
I wonder if there is anyway that we could outputting the expression that we write?
For ex, if I have a sphere with 42 points, and I put a “pointgrouplist()” expression somewhere in different node pointing back to that sphere, “pointgrouplist(”../sphere1“)”, is that possible to check out the result, perhaps, in hscript textport, as it will return a long string?
I suppose it will return “zero one two three……etc”, but how can I see this perhaps in textport or anything?
I have tried by typing "trace `pointgrouplist(my/obj/pointlist)` in textport, well, this is just for example, but they dont have this command.
I think this might be helpful as sometimes we do type something wrong in an expression, or given the wrong path too, so it wont give us the correct result.
Any help will be much appreciated. Btw im using mac, so it might be slightly different way from windows user.
Thank you all,
Shandy
I wonder if there is anyway that we could outputting the expression that we write?
For ex, if I have a sphere with 42 points, and I put a “pointgrouplist()” expression somewhere in different node pointing back to that sphere, “pointgrouplist(”../sphere1“)”, is that possible to check out the result, perhaps, in hscript textport, as it will return a long string?
I suppose it will return “zero one two three……etc”, but how can I see this perhaps in textport or anything?
I have tried by typing "trace `pointgrouplist(my/obj/pointlist)` in textport, well, this is just for example, but they dont have this command.
I think this might be helpful as sometimes we do type something wrong in an expression, or given the wrong path too, so it wont give us the correct result.
Any help will be much appreciated. Btw im using mac, so it might be slightly different way from windows user.
Thank you all,
Shandy
Technical Discussion » bullet time, "matrix effect"
- sanlin
- 12 posts
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Hi all,
just tried this effects, and it works. well, Victor was right about trying it for yourself, to make you sit and think. I thought I was lucky enough to find this working, but not sure whether it is the right way or not. But yeah for some people who are new to Houdini it is gonna be a nightmare as it is so many nodes to try. Anyway, I post the file. Have fun!
Thanks,
Shandy
just tried this effects, and it works. well, Victor was right about trying it for yourself, to make you sit and think. I thought I was lucky enough to find this working, but not sure whether it is the right way or not. But yeah for some people who are new to Houdini it is gonna be a nightmare as it is so many nodes to try. Anyway, I post the file. Have fun!
Thanks,
Shandy
Technical Discussion » Fire and smoke technical evening question
- sanlin
- 12 posts
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Hi Rob,
sorry for the very very late reply…
oh, so that's it for the expression max (0,$V/0.916852) ?
it's kind of make more sense to me now.
but what about the other expression:
1-smooth(length($X,$Y,$Z), ch(st … something)
do you know what is that he is channelling to? regarding I see ch() expression there…
Thanks a lot!
San
sorry for the very very late reply…
oh, so that's it for the expression max (0,$V/0.916852) ?
it's kind of make more sense to me now.
but what about the other expression:
1-smooth(length($X,$Y,$Z), ch(st … something)
do you know what is that he is channelling to? regarding I see ch() expression there…
Thanks a lot!
San
Technical Discussion » Fire and smoke technical evening question
- sanlin
- 12 posts
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hi all,
i was watching this tutorial “fire and smoke technical evening” by Mario Marengo. i was wondering and guessing what was the expressions he put on the isooffset node that make the sphere volume goes from 0 to 1, and from 1 to 0?
i saw him put this one on the volumemix2 node:
1-smooth(length($X,$Y,$Z), ch(st … something)
though i notice he has new parameter in the volumemix2 node too.
and for the volumemix1 node:
max (0,$V/0.916852)
i wanna know the expression there, so perhaps if anyone knows it, it would be really helpful.
Thanks in advance for the help!
San
i was watching this tutorial “fire and smoke technical evening” by Mario Marengo. i was wondering and guessing what was the expressions he put on the isooffset node that make the sphere volume goes from 0 to 1, and from 1 to 0?
i saw him put this one on the volumemix2 node:
1-smooth(length($X,$Y,$Z), ch(st … something)
though i notice he has new parameter in the volumemix2 node too.
and for the volumemix1 node:
max (0,$V/0.916852)
i wanna know the expression there, so perhaps if anyone knows it, it would be really helpful.
Thanks in advance for the help!
San
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