Hi,
I tried this new FLIP Volume Combine geometry node and combined two different resolution flip sims. It seems to work but I dont understand what to do for the combined fields, do it need to use in simulation or can it straight to turn to surface somehow? Simple example would be cool....
Thx
Mika
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Technical Discussion » Example how to use new FLIP Volume Combine geometry node
- mihatsu
- 76 posts
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Technical Discussion » Particle separation based on attribute
- mihatsu
- 76 posts
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Hi,
Is it possible to change particle separation in fluid sims based on attribute so points far away from camera has larger separation than close ones or is this fundamentally impossible and simulation shall have always constant separation?
Thx
Mika
Is it possible to change particle separation in fluid sims based on attribute so points far away from camera has larger separation than close ones or is this fundamentally impossible and simulation shall have always constant separation?
Thx
Mika
Technical Discussion » Two separate flip domains
- mihatsu
- 76 posts
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i think i found the way how it is made. Domains are merged as i tried but then need to uncheck implicit bounds, so it does not connect them. Here is example if some1 is wondering how to do it.
Technical Discussion » Two separate flip domains
- mihatsu
- 76 posts
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Hi,
How this two separate flip domains is made? If I try to merge two geometries in a one tank, it fills empty space as well.
https://www.youtube.com/watch?v=rhcaKSB_Dvo&t=63s [www.youtube.com]
Thx
Mika
How this two separate flip domains is made? If I try to merge two geometries in a one tank, it fills empty space as well.
https://www.youtube.com/watch?v=rhcaKSB_Dvo&t=63s [www.youtube.com]
Thx
Mika
Technical Discussion » Weird rotation in view when dive in SOP
- mihatsu
- 76 posts
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Technical Discussion » Reverse wrong UVs
- mihatsu
- 76 posts
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Hi,
I got a model from architect and some uv seem to be flipped 180. Is there a way to flip they right way? Manually it is crazy effort!
Thx
Mika
I got a model from architect and some uv seem to be flipped 180. Is there a way to flip they right way? Manually it is crazy effort!
Thx
Mika
Technical Discussion » Condensation Shelf Tool Scale
- mihatsu
- 76 posts
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Hi,
How i can scale the condensation self tool droplets? transfer emission's distance threshold seems to do something but if I decrease it too low it doesnt emit anything, not even when particle separation is pushed very low.
Thanks
Mika
How i can scale the condensation self tool droplets? transfer emission's distance threshold seems to do something but if I decrease it too low it doesnt emit anything, not even when particle separation is pushed very low.
Thanks
Mika
Technical Discussion » Vellum Grains - Attach to Geo constraints
- mihatsu
- 76 posts
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Technical Discussion » vellum grain leaking whith a second collider!!
- mihatsu
- 76 posts
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NAHASSIA
Hi everybody
Here is a problem I'v been struggling all day without finding a solution.
Y have a vellum grain colliding with a ground geo.... every thing is fine. But when a second deforming collider comes in play and gently pushes the grains, my grains are leaking through the ground....
Here is a sample in a simple scene where I replicated the issue, the one I'm working on is much more complex and much more leaking.
I'v try many settings, none is working
Pleas help me dear fellows
MalikImage Not Found
vellum needs substeps when you have moving geo. change the vellum solver substeps to 10 and it should work
Edited by mihatsu - 2021年12月28日 16:37:22
Technical Discussion » Node name based on attribute
- mihatsu
- 76 posts
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AndrExactly what I was looking for! Thank you so much!
hou.Node.setName() is the python method that could help you
have a look at the reference file
Technical Discussion » Node name based on attribute
- mihatsu
- 76 posts
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Hi, can i use a attribute to rename geo/subnet node? Like if i have a attribute ‘tree_number’ and its value is 8, i would like to use it to name subnet node ‘tree_08’ if i change the attribute to 17, the name would change ‘tree_17’.
Technical Discussion » Vellum and previous state
- mihatsu
- 76 posts
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Hi,
I'm trying to use vellum hair to create dynamic cable. It works pretty well but now I have a problem when I increase my movement range. I would like to use previous state to calculate a new state. Now all states are calculated from 1. frame and this doesn't give very realistic result. How can I feed previous result in the new calculation? frame24_starting_state.png should look very close the same shape what result is.
Thanks
Mika
I'm trying to use vellum hair to create dynamic cable. It works pretty well but now I have a problem when I increase my movement range. I would like to use previous state to calculate a new state. Now all states are calculated from 1. frame and this doesn't give very realistic result. How can I feed previous result in the new calculation? frame24_starting_state.png should look very close the same shape what result is.
Thanks
Mika
Technical Discussion » White water source not follow a liquid
- mihatsu
- 76 posts
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Hi,
I try to use whitewater source with ww solver but ww source behaves totally different way than in wavetank. Why it is emitting outside my liquid? Can this ww even be used in so small scale than glass or is the purpose of this ww bigger liquids simulation like boats/beach etc?
Mika
I try to use whitewater source with ww solver but ww source behaves totally different way than in wavetank. Why it is emitting outside my liquid? Can this ww even be used in so small scale than glass or is the purpose of this ww bigger liquids simulation like boats/beach etc?
Mika
Houdini Indie and Apprentice » Render Extended Ocean Using Redshift
- mihatsu
- 76 posts
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So I tried this with wave tank and ocean (shelf tools) I used 2+2+1 spectrum (large,mid,small) and same texture for both ocean and wave tank polygon. Then I used this tool https://www.sidefx.com/docs/houdini/nodes/sop/particlefluidmask.html [www.sidefx.com] to mask areas where I wanted a displacement.
https://vimeo.com/manage/videos/611116275 [vimeo.com]
https://vimeo.com/manage/videos/611116275 [vimeo.com]
Edited by mihatsu - 2021年9月21日 18:05:17
Technical Discussion » Extended whitewater
- mihatsu
- 76 posts
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Hi
Is it possible to extend whitewater solver outside the wavetank? If I have 50x50 tank and my whitewater reach the edge of tank, I would like to keep it alive so it would follow a ocean spectrum. I have a boat in this 50x50 tank which moves and I would like to leave my white water in top of ocean spectrum much longer, like 200 after boat.
thanks
Mika
Is it possible to extend whitewater solver outside the wavetank? If I have 50x50 tank and my whitewater reach the edge of tank, I would like to keep it alive so it would follow a ocean spectrum. I have a boat in this 50x50 tank which moves and I would like to leave my white water in top of ocean spectrum much longer, like 200 after boat.
thanks
Mika
Technical Discussion » White Water RAM usage
- mihatsu
- 76 posts
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AdamJ
Poked around whitewater solver with performance monitor; looks like neighbour creation and killing dead sopsolvers are eating up memory on win10.
Fix that worked for me:
- Edit->Preferences->Object and Geometry->Sop Cache->Cull Level to 4 (this will unload nodes that have flag on)
- Go to /obj/whitewater_sim/whitewatersolver1/position_based_fluid/create_neighborhoods
select all nodes and RMB->Flags->Unload (this sets the actual unload flag you should see little trashcan icon on all nodes)
- bypass /obj/whitewater_sim/whitewatersolver1/kill sopsolver node
this is one is a headscratcher??? setting all nodes to unload had no effect; tried moving deletion into wrangle and bypassing blast sop no effect as well.. only way to stop it from chugging memory was to bypass it.
With above changes I was able to get similar memory numbers on win10 as I was getting on ubuntu 20.04.
Thx! this worked! i have done my white water sims in linux because this problem.
Technical Discussion » Houdini on Linux via VirtualBox
- mihatsu
- 76 posts
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Houdini Indie and Apprentice » Render Extended Ocean Using Redshift
- mihatsu
- 76 posts
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AhmedHindyyeah i got it work but unfortunately i dont have any scenefiles where i used it. I can try to check it again some day if i have a time.
a year later, did you find a way?
Technical Discussion » How to transfer smoke color to points in popnet
- mihatsu
- 76 posts
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DonRomanomihatsu
Hi,
I have a smoke with color and I'm using pop advect by volumes in popnet. How can I transfer that smoke color in points? I tried pop attrib from volume but it didnt work.
Thx
Mika
You can also use the attribFromVolume node as a post process operation.
This worked eventually. My problem was that I storage Cd wrong way and it didnt recognize it.
Technical Discussion » How to transfer smoke color to points in popnet
- mihatsu
- 76 posts
- Offline
Hi,
I have a smoke with color and I'm using pop advect by volumes in popnet. How can I transfer that smoke color in points? I tried pop attrib from volume but it didnt work.
Thx
Mika
I have a smoke with color and I'm using pop advect by volumes in popnet. How can I transfer that smoke color in points? I tried pop attrib from volume but it didnt work.
Thx
Mika
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