Recent Forum Posts
Stop Guided Ocean Sim inheriting velocity from translation in space! Sept. 21, 2018, 3:01 p.m.
Figured out the problem. Because my flip sim was so narrow, velocity being pumped in out the boundary layer gained velocity from the gravity force, which pushed the flip towards the bottom of the tank and bounced it up again, creating waves. Disabling velocity eliminated the problem, as well as reducing the gravity heavily (from -9 to -1). So, it appears that the flip container did not inherit velocity from the movement of the tank, but rather from this weird gravity interaction with the boundary layer. SOLVED
Houdini Hair Collisions Sept. 20, 2018, 11:24 p.m.
Well I think the wire width is the key. Just visualize the width and make sure it is appropriate to the size of the wire objects you are using, and also that self-collisions are enabled, which is sounds like you did. Any further advice would require a scene file unfortunately.
targeted debris smoke Sept. 20, 2018, 8:29 p.m.
Just isolate the interior edges of your shards, then isolate them further based on velocity, and use that to source your smoke/debris