Chris Klinkhamer
Klonkel
About Me
EXPERTISE
VFX Artist
INDUSTRY
Film/TV
Connect
LOCATION
Netherlands
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
MPM Source mid-sim with velocity? Ends up flat? Oct. 7, 2024, 7:13 a.m.
Just found out that upping the Global Substeps and enabling Particle-Level Collision (Velocity Based) prevents this problem, but that's a very cost heavy way plus it changes the look of the whole sim.
If anyone knows I'd be interested to know why if the whole snowball has the same velocity on every point still gets crushed flat when sourcing it. If I'd simulate/emit the snow ball from the start it'd not have this problem.
If anyone knows I'd be interested to know why if the whole snowball has the same velocity on every point still gets crushed flat when sourcing it. If I'd simulate/emit the snow ball from the start it'd not have this problem.
MPM Source mid-sim with velocity? Ends up flat? Oct. 7, 2024, 5:11 a.m.
So I have a sim of a snowground and a character going through it. But whenever I try to emit and fire a snowball towards the character mid-sim, the snowball gets flattened instantly, as if there's a non-moving velocity field around it that squishes it.
I already tried adding a volume source to the mpm solver with the snowball having a velocity volume generated, but this gives errors.
How would something like this be achieved?
When I sim it seperately (first the ground, later a sim for the snowball), the snowball stays round.
I already tried adding a volume source to the mpm solver with the snowball having a velocity volume generated, but this gives errors.
How would something like this be achieved?
When I sim it seperately (first the ground, later a sim for the snowball), the snowball stays round.
Karma XPU randomly not/late using GPU? Sept. 25, 2024, 8:26 a.m.
Allright, fixed it from my side. Feeling stupid tho. So when you create a karma rop you get 3 nodes: the karma node, null (OUT) and a usd render rop. When you set the karma node to xpu, the usd render rop still has a render delegate selection, which you then also have to set to xpu, otherwise it'll default be cpu.