
haggi krey
haggi krey
About Me
EXPERTISE
Technical Director
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Film/TV
Houdini Skills
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Recent Forum Posts
Initial state with distributed flip sim Oct. 2, 2024, 7:32 a.m.
Hi,
I created a simple distributed flip sim with two slices. The basic setup works fine but as soon as I try to use initial states, the sim hangs at first sim frame. I created a separate initial state for every slice. Any idea if distributed sims should work at all with initial states?
I created a simple distributed flip sim with two slices. The basic setup works fine but as soon as I try to use initial states, the sim hangs at first sim frame. I created a separate initial state for every slice. Any idea if distributed sims should work at all with initial states?
Volume loss in flip sims with moving colliders. Oct. 26, 2023, 9:47 a.m.
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 May 1, 2023, 4:20 a.m.
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.