Cai Matthews matthews

Cai Matthews

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viscosity controlled by geometry May 7, 2014, 3:05 p.m.

Thanks for the link/advice Eetu!

I just have one more aspect of my setup that I need to nail, but haven't managed to find a solution over these past days…

I'd like to keep my variable viscosity based on a noise transferring attributes, and have this set up nicely.

However I'd like to ‘activate’ my melt from the outside, working it's way in over time.

My instinct tells me to measure each points position from the geometry surface, but what to do once I have that is something I can't quite figure out & would really appreciate some help with.

Would I need to bypass gravity all together & just activate a force based on distance over time? Also, how would I keep the variation in viscosity in that case?

My brain is about to explode!

Again, I've attached a scene file in the hopes that someone knowledgeable like yourself may be able to help me out! (ignore the animated noise offset, that should be removed as it's proving problematic/not giving nice results.)

(I'll be able to answer some questions on here once this project is done… accumulating some great knowledge thanks to you & this super helpful community! )

thanks!

viscosity controlled by geometry May 1, 2014, 5:33 p.m.

Hi Eetu, thanks so much for your reply & the super useful scene file!

Had a few days away from this scene on another project, but stepped back to it this morning and took a slightly different approach (I've attached a .hip here). Still pretty ham handed, but it's getting a result that's close to what I was after.

A few more things I wanted to do included treating various parts of my model differently (mainly having different viscosities & distance threshold/blend width) such as Netvudu suggested to me over on this odforce thread:

http://forums.odforce.net/topic/20006-controlling-viscosity-with-color/ [forums.odforce.net]

If my interpretation is correct I'd create separate point clouds from each volume I want to treat separately, then create individual geometry to use as deformers. But I'm not sure how I'd blend all the deforming viscosities into a single attribute in the sopsolver.(i.e I might want one section to behave like wax, but another to go very watery. At the moment I'm setting this viscosity attrib at sop level in my deformer geo). Any ideas on this?

Secondly, I'd like add a bit of noise to the edges of the attrib transfer… My logic tells me I could do this in a vopsop with turbnoise somehow?

Sorry to be a pain with what I'm sure are mundane questions

Thanks again!

viscosity controlled by geometry April 29, 2014, 11:14 a.m.

Hi All,

I'm self taught & attempting to ‘melt’ a piece of geometry using variable viscosity - which is controlled by either animated geometry, or possibly painted areas of the mesh using a paint sop.

I've gotten so far, but can't quite seem to crack the waxy behaviour that I'm after (specifically, assigning the different viscosity values based on my created attribute). If anyone could shed some light for me I'd be much obliged!

(EDIT: I should make it clear that I'm already using the attribtransfer technique, however I can't seem to get that to translate to the actual viscosity values. In that the entire fluid object still has the same viscosity, it doesn't vary on the selected areas)

I'm essentially going for this kind of control (from 0:45 - 1:05):

http://vimeo.com/76533305 [vimeo.com]

Or the melting angel here:

http://vimeo.com/54843061 [vimeo.com]

or this:

https://www.youtube.com/watch?v=KkCPrJnKHLY [youtube.com]

As I said, any help or pointers are much appreciated!

thanks!