Memo Akten
Memo Akten
About Me
Connect
LOCATION
Not Specified
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
weird artifact with timeblend +timewarp on FLIP Dec. 3, 2015, 7:50 p.m.
ah interesting. Yea the ones that die because they reach the end of their life should be faded out already (I ramp size based on age/life), but it's the young ones that are puzzling me. But the pre-pass sounds like a doable workaround.
thanks for the tip on .bgeo.sc, I hadn't even heard of it.
thanks for the tip on .bgeo.sc, I hadn't even heard of it.
weird artifact with timeblend +timewarp on FLIP Dec. 2, 2015, 6:19 p.m.
Hi Jeff, thanks so much, super useful!
The method you posted works and does remove the non-interpolating points. But I'm trying to understand why this is even happening. Using your fix I was able to isolate and examine the points that weren't interpolating and found that every frame about ~12K points out of ~600K points are missing, i.e. exist for only 1 frame (~2%). In the geom sheet I couldn't see anything else special about those points. Why could this be happening? (i've included that analysis hip, and also my original foam generator hip+otl in the same dropbox link).
cheers,
The method you posted works and does remove the non-interpolating points. But I'm trying to understand why this is even happening. Using your fix I was able to isolate and examine the points that weren't interpolating and found that every frame about ~12K points out of ~600K points are missing, i.e. exist for only 1 frame (~2%). In the geom sheet I couldn't see anything else special about those points. Why could this be happening? (i've included that analysis hip, and also my original foam generator hip+otl in the same dropbox link).
cheers,
weird artifact with timeblend +timewarp on FLIP Dec. 2, 2015, 2:52 p.m.
Hi, thanks for the answers.
In the flipsolver, I do have ID enabled, and I also have reseeding disabled, and ‘kill outside volume’ also disabled. The particle count per frame is constant.
The whitewater is obviously created and destroyed on the fly. However the artifacts that I'm seeing aren't consistent with what I'd expect from particles being created / destroyed on the fly.
I'd say about 95-99% of the whitewater particles are being interpolated. It's just very small clumps which aren't, and they are just being updated in position every 4 frames (which is how much I'm slowing it down by).
It's quite clear in the video's on my dropbox link, especially on very top edge of the wave as it falls down (especially on the alphaignore.mov, and when stepping throw frame by frame. it's only a 3 second video).
In the flipsolver, I do have ID enabled, and I also have reseeding disabled, and ‘kill outside volume’ also disabled. The particle count per frame is constant.
The whitewater is obviously created and destroyed on the fly. However the artifacts that I'm seeing aren't consistent with what I'd expect from particles being created / destroyed on the fly.
I'd say about 95-99% of the whitewater particles are being interpolated. It's just very small clumps which aren't, and they are just being updated in position every 4 frames (which is how much I'm slowing it down by).
It's quite clear in the video's on my dropbox link, especially on very top edge of the wave as it falls down (especially on the alphaignore.mov, and when stepping throw frame by frame. it's only a 3 second video).