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About Farmfield

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  • Birthday 04/14/1971

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  • Website URL http://www.farmfield-vfx.com

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  • Name Johnny Farmfield
  • Location Sweden

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  1. In the FLIP solver, try increasing the substeps and under volume motion, set the solver to the swirly kernel. You can also decrease the force scale and/or decrease the collision velocity scale.
  2. That hasn't been displayed in the demos as far as I know, but it sounds likely as I really don't see an alternative to that approach.
  3. Here.
  4. Then the only way is to create it "manually" or use the VDB fracture.
  5. I spent weeks doing RnD on a method that would combine the idea of a growing crack in combination with fracturing and a bullet sim - but though the idea is valid, I just haven't found a method for creating the crack in a way I wanted to put out there - the cut plane support in the new boolean SOP will make that possible, so I'll try to get it out as soon as I can after H16 is released - it's a pretty cool idea, something I haven't seen anyone else do...
  6. With the new booleans in H16 it will be WAY easier to create cutting plane type setups in Houdini, so I'd say, don't even bother messing with that until after the 21st...
  7. For the hexagons, just triangulate the mesh and use the divide SOP and "compute dual". For the rest you can just use a convert line and resample SOP and then use something like this for the growing part...
  8. I just read Anthony's message to me on Twitter about his problem but seems I was late to the party... One thing I thought about with all these types of setups is how to get limbs to detach in DOPs when their connection to the body is lost - like in your file, Matt, the connected grains in the arm should all be falling the second the connection between the arm and sholder is dissolved. Gotta admit, though, I haven't thought about it in regard to grains but rbd, like the fracturing deforming mesh setups posted here (and at CG Wiki).
  9. Aah, I explained this badly, I want two groups, one with N number random points at Y = 0 and one with N random points out of the remaining points. And I really gotta do a Python refresher, haven't gotten into HOM at all.
  10. This just gotta have a simple solution, just couldn't think of a straightforward way to solve it. I'm looking for a division independent way to group N amount of random points from the bottom (P.y == 0) and an equal amount of random points from the rest (@P.y > 0). And sure, you can solve this several ways, using a couple of SOPs, but I'm looking for something like a single expression in a group- or wrangle SOP, if that's even possible. The only one-node-solution I can think of is splitting the bottom and other points into arrays in a wrangle SOP and choose N amount of points from each - but I instinctively feel there's gotta be a really simple solution I'm missing, it's my default mode, missing the obvious... grid.hiplc
  11. Oh, that was a smart workaround, mess with the timescale - great tip. Lowering the speed/acceleration was the first things I did, then lower the stiffness, increase drag and disable gravity. But the timescale basically does the same thing in one setting. Very clever Alvaro.
  12. Still very difficult to replicate the behaviour in Pflow, though - but I remember it didn't translate well using Thinking Particles either. But I might try setting this up with bullet and constraints and see what you can get. The great part with packed primitives is, they are points, so instead of unpacking them after the sim, you can simply delete all the packed primitive related attributes and use them as points together with the point deform SOP. And funny, even with all the control in Houdini, I still miss the TP workflow, it's just so easy to "organize" the particles using rules. Sure, you can do that in POPs using streams, but it just isn't as straightforward as the TP workflow. And note it was 2+ years since I did anything in TP, so this is a pretty persistent feeling. Edit: Here's William Wallace's tutorial and the "look" is just over 20 minutes in. [link] I might try constraining particles to their original height, or have a higher drag in Y than X/Z, that should make them bulge more outwards. Alvaro, aside from disabling gravity and upping drag, lower the constraint stiffness to keep the particles from "springing back", thus keeping the rip shape - if you hadn't figured that out already.
  13. Great setup, Zybrand. Much appreciated - I love when I don't have to figure out stuff for myself. *** Alvaro - Add a shitload of drag and you got yourself a decent metal rip system. Remember the Monster rip tut w. Pflow?
  14. How about deleting prims or edges bigger than a specific number? Because the Farmfield lives for those ugly @$$ workarounds...
  15. That's not a pure gas fluid simulation - I would guess it's either a high res PBD (like grains) or a tweaked PhysBam FLIP sim (to get it sand-looking) using an air field (for that jaggedy breakup), with a Plume fluid sim on top. Or I'm completely wrong and it was done using the 3D tools in the upcoming release of MS Paint.