Greg Bollella

GregBollella

About Me

専門知識
Generalist
業界:
Design

Connect

LOCATION
Redwood City, United States

Houdini Engine

ADVANCED
Python
INTERMEDIATE
プロシージャルワークフロー  | キャラクタ & アニメーション  | VEX
BEGINNER
Environments  | Animation  | Hair & Fur  | Cloth  | Solaris

Availability

I am available for Contract Work

Recent Forum Posts

Flickering in Flip Simulation 2026年1月7日10:46

I've created a simple Flip sim, 900 frames, 5 small sources sliding down a cone and splashing around in the center. I understand that using the Particle Fluid Surface node will produce slightly different surfaces per frame based on the state of the particles underneath. I've added a Smooth node and used temporal noise reduction in Resolve post-render.

I am curious as about how experts would reduce/remove this flickering effect.

Any comments, suggestions, workflow examples, would be *greatly* appreciated!

Thanks so much,
Greg

Simple Incrementing Counter 2025年12月13日8:55

EZiniT
Try "floor(@Frame/24) it will simply increment the counter by 1 every 24 frames (working outside of a solver)


Hope that helps.

Image Not Found

Thanks I see this. I also need to get the simulated/animated geometry through the solver as well. I know I have to wire opinput 1 to output somehow but can't get the wiring right.

Any ideas?

Greg

Simple Incrementing Counter 2025年12月12日19:44

Downstream of a Vellum simulation with animation after I use a Point Deform SOP to merge the simulation mesh with a high-res version I want to implement a simple counter. The counter should increment by one each time when @Frame % N == 0;

The counter will be used downstream to compare against @class generated by a Connectivity node.

Seems like something so fundamental to programming should be fairly straightforward but I'm having a heck of a time. I'm using a SOP Solver and things sort of work but not quite right.

What is the preferred workflow/nodes to use for this?

Thanks,
Greg