haggi krey
haggi krey
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Technical Director
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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,
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:
Okay, so I tried to create a boiling water effect. Basically I think there are two ways to create discrete bubbles,
- with incompressible fluid or
- with geometry collisions
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:
- Why does the flip sim loose volume with moving colliders at all?
- 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?
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.