haggi krey

haggi krey

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専門知識
Technical Director
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Film/TV

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Germany
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Recent Forum Posts

Volume loss in flip sims with moving colliders. 2023年10月26日9:47

Hi, this is a copy of my message on discord's "Think Procedural" server.

Okay, so I tried to create a boiling water effect. Basically I think there are two ways to create discrete bubbles,
  1. with incompressible fluid or
  2. with geometry collisions
While my approach with incompressible flip works fine, my approaches with moving colliders will not keep the volume, here are some movies.
Default sim with moving bubbles is this one loosing_volume_default.mp4. You can see how the volume is smaller at the end of the sim
Next I tried to compensate it with a gasequalize microsolver what seems to work even if it looks as if it would first loose volume and then go back to the original again: loosing_volume_equalizer.mp4
And finally I tried the divergence field approach: loosing_volume_divergence.mp4
Seems to work somehow but maybe it's still too much. I attached the hip file as well.

So my questions if anyone is interested:
  1. Why does the flip sim loose volume with moving colliders at all?
  2. Are these methods (maybe I could try to increase the particle radius scale as well) the only way to keep the volume? Feels like cheating. Or am I simply missing some details in my flip sims?
Thanks for any answer.

How to assing shaders to agents in solaris 2023年5月1日4:20

Uppsss... I think I found the problem. The main problem site in front ot the keyboard. The sop crowd import lop node already has everything I need. The important point here is that I have to unpack the agents in the sop import. Now evertyhing seems to work fine.

How to assing shaders to agents in solaris 2023年4月30日11:09

Hi, I have some truble to assing shaders to my crowd agents in Solaris. Since I want to export my crowds with material to usd for later rendering in Maya with Arnold, I want to assing materials to crowd agents. While a shader assignment works fine if I import the crowds with the Create SkelRoots option, this seems to work only for a few agents because if I export the scene, the needed ram exceeds quite fast my machines capabilities. So because I want to use it with some more agenst, I hope there is a way to assign materials to crowds imported with the Create Instanced SkelRoots option. Or - what would be cool - if I could find a way to only export the geometry and skeleton only for one frame and later layer the animation from a extra layer, but if I understand the docs correctly this is not an option with usdSkel. I'd appreciate any ideas.