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Atom

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About Atom

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  • Name Atomic
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  1. Thanks for the feedback. I do have the middle mouse button set to Smooth and the Left to deform. If I make my brush any larger it just mushes out my collision surface. I really just want a crease brush that I can smooth with.
  2. What would you consider a "heavy" mesh. My mesh is 189K triangles. Sculpting on a different mesh won't work, this is a collision mesh for fluid so I have to use it. If I bring the same 189K mesh into Blender, Blender sculpts smooth and easy, like butter. I really have a very low happiness rate with any Houdini viewport interaction. It is slow and clunky and buggy even after I purchased a fairly new video card, the 1070GTX. So what are you using for hardware, mine is listed in the signature?
  3. Hi All, I am trying to speed up my flip fluid sim and when I look at the performance monitor the clear culprit in my slowdown is the Gas_EnforceBoundary node inside the FLIP solver itself. I have one static collision geometry (terrain) and one deforming collision geometry (character). I have "pre" prepared a VDB version of my terrain as a proxy volume. Is there anyway to speed up this Gas_EnforceGemetry node? When I allow editing of FLIP solver contents I can see that the Gas_EnforceBoundary node has an OpenCL toggle. But even if I enable this, I experience no speed up. Even at higher separation rates, like 0.08, I still experience very slow sim times.
  4. Hi All, I am trying to reshape a triangle based mesh using a sculpt node but all it does it make a mess and fails to work completely after a short time. Is this just normal? Is it assumed we have to go to an external app for sculpting? Notice I am attempting to smooth my mesh but nothing happens and the faces are wickedly messed up.
  5. I would use two grids. Grid #1 is the ground with a mountain sop and nice matched texture set. Like those available on SideFX. You may also want to follow up that with a scatter and copy of pebble based geometry. Grid#2 is the water and sits half-way between the ground and the maximum height generated by the mountain sop on grid #1. Add a basic water texture to that. For lighting use a SkyLight with an HDR image.
  6. Here is one way I tried to solved this problem. Basically using a Blendshape and SoftPeak.
  7. Check out this link, it may have what you are looking for. It basically fills one object with a bunch of scaled non-overlapping second object.
  8. Thanks for the tips, I have come up with a CHOP solution that I think will work. Locate a series of sequential frames in the timeline that you like, in my case it was frames 710-1410. Create a CHOPs waveform in the form of a ramp with an amplitude equal to the number of frames, in my case 700. Drop down a noise and a warp node in stretch mode. Ramp on left and noise on right. This produces a pseudo random output in the range of 0-700. Drop down a math node to map that range into the original preferred range, in my case 710-1410. Now, anywhere along the time line I can get a ramp based random number between 710-1410. Because I am using this output as a frame number to drive my character when the noise goes negative time flows backwards for my animated character.
  9. Try changing your source Sphere from Primitive to Ploygon. Then under your Smoke Source for rotating velocity change the Volume Operation from Add to Minimum. When you leave operations on Add a continual acceleration occurs over time. (to me it acts more like a multiply than an add) Then you can return your Scale Velocity back to 1.0.
  10. Before you post a scene that contains referenced geometry CTRL-Click on the lock flag of the File node to embed the geometry in the HIP. Your posted file comes up blank for me because of this reason. When I replace your File referenced .bgeo with basic shapes like box, sphere torus etc.. I don't get an explosion of velocity. There have been a lot of bugs fixed since Houdini 12.5. If your hardware is capable of upgrading to Houdini 15.5 I would recommend upgrading to it. I think you can also keep Houdini 12.5 as well.
  11. In this one I also lowered the particle separation to 0.08. With the collision separation set at 0.04 it presents twice the resolution to the FLIP Solver compared to the fluid itself. Typically these are just linked and that is the default. But if you are happy with the surface and just want more collision resolution, that is how you achieve it. I found this information in Jeff Wagner's video tutorial on FLIP at 19:00 minutes in.
  12. One thing you can do is activate the Surface (in blue) and Collision (in pink) guides in the Flip Fluid object. You must also turn off the RDB Collision object display or these guide surfaces will not be seen in the viewport because their volume resides inside the RBD objects and thus is culled from display. When I altered the display of the AutoDopNetwork in this way, I could clearly see that the sphere is represented ok but the teapot is just a lump. Try activating Collision Separation and lowering it to 0.04.
  13. In the VEX window just use CMD-B or CTRL-B to switch to a full screen representation of the current node.
  14. What a fun scene to play with. It also seems like the second word needs to have the same character count as the first input, even if you resample to make each side have the same number of points.
  15. You may not even need the grain solver. Something as simple as the jiggle CHOP might work. It can give a jelly like effect to an object, or part of an object, in motion.