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Atom

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Everything posted by Atom

  1. I wondered about that as well. Personally I don't use .sim files. I think they are just left over from an older time. I just write out the .bgeo. sc sequence from the import node. Did you alter any single setting in the simulation? Perhaps Houdini has detected that the current settings and .sim file settings are different and it simply trying to be accurate?
  2. If you are referring to surfacing, try setting Influence Scale closer to Droplet Scale on the particlefluidsurface1 node in the fluid import node. The default of 3.0 makes fluid a bit thick IMHO. Make sure to read the tool tip, however. Influence Scale must always be larger than Droplet Scale. But you can get them closer than the default.
  3. The pos input must be driven by P. Try connecting N to amp and you might get a varying result on your normal, but why would you want that? There are a lot of tutorials available. Have you tried exploring the Learn menu on the SideFX.com website?
  4. Are any of your files larger than 2GB? A company where I worked at we had the same exact problem. Old school networks may still have that 2GB limit. You may want to simply invest in a 128GB USB 3.0 local drive, or larger, and try writing your sim file to that. Report the network problem to your school's IT department. They may have a solution.
  5. Are you saving to a network drive? Some networks can't save a single disk file larger than 2GB. Try setting your particle separation really high to see if you can make it through the frame range you require. Then, using the voxel estimator, dial in a lower particle separation until you find the breaking point. You may have noticed in the GIF image I posted that the difference between 0.025 and 0.1 it 100,000,000. So the particle separation value is EXTREMELY sensitive.
  6. I recently started adding a single float channel to my FLIPObject. Then I place this expression in the field. It takes into account the size of the fluid box and the particle separation to produce a number that is the approximate voxel count for the fluid area you have defined. ch("../flipsolver1/limit_sizex")/ch("particlesep")*ch("../flipsolver1/limit_sizey")/ch("particlesep")*ch("../flipsolver1/limit_sizez")/ch("particlesep") This will generate a number in scientific notation. Basically +6 at the end mean a million voxels, +7 means 10 million voxels and +8 means 100 million voxels. If you are in the +8 range or higher your computer may not have enough memory for your simulation, so try a higher value for particle separation to lower voxel count. Can you place your system specs in your signature? Also, you must leave OpenCL checkbox off to do any hi-resolution work in pyro or flip. flip_voxel_estimator.hiplc
  7. When I am working with FLIP I never save .sim files. The best work flow suggest to me was to save out the compressed cache first as .bgeo.sc. Then save out the surface cache second. So it is a two step process. The fluidimport node is where you will find these two surfacing support nodes. The FileCache are put in place by the shelf tools so if you used those for your initial setup then they should already be in place. The reason you want to save out the compressed cache first is so you can have a bit more interactivity when dialing in the surface characteristic on fluid surface node. If you don't have a compressed cache you will find that every time you move to a new frame, you will have to sim again. Also whitewater references the compressed cache node for it's surface so once you have that cache written to disk bothe fluid surface and white water will respond much quicker. Also it allows you to sim at a little higher resolution because you don't have to hold both caches in memory at once.
  8. I came across this HIP file posted on Discord and thought I'd re-post it here. It is a way to deform one object based upon the proximity of another without a solver or a simulation. If you are the author of this HIP file feel free to chime in and take credit! CheapAssCollisionDeform.hipnc
  9. You are out of disk space?
  10. That looks a lot like Matt's example file. You can review it here. http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Pop_advect_by_volume
  11. There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Of Curve Over Surface Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format Collision Deform Without Solver or Simulation Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Ryoji Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Guillaume Fradin's Mocap Crowd Series(no longer available) Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma SideFX Go Procedural
  12. The simplest way is just to model the "spout" and set it as a collision object. Then the fluid will be forced into the shape of the pouring vessel.
  13. The old AMD chips work fine. The new Ryzen works fine. I don't encounter any problem with AMD CPU processors.
  14. Ok, here is my rework of your scene, not sure if it is right. Here is what I changed. Inside the popnet you want to keep an eye on how the merges work. Some merges work based upon left input affecting right input and others work based upon a mutual relationship. In shelf tool configurations, static is always on the left of what it is colliding with. Then RBD is mutual. I re-wired the nodes to reflect this. I also added gravity to the scene. Once you have a popnet output with colliders, you have to make sure you don't import the collision geometry as the popnet result. So alter your ObjectMerge on the popnet to remove the ground plane and the bench like so. This will give you only the particles as the result. * ^rbdobject1 ^groundplane1 ap_Hand2.hiplc
  15. My first thought was Yancy Lindquist. https://vimeo.com/user13041808
  16. Nice work, that looks great! I am curious about container based fluid setups.
  17. Hi All, I have a dragon character with thin wings. When I visualize the dragon as a volume I can see that the dragon is more dense in the body area than in the wings. How can I flip this around so I can scatter more points into the thin area of the wings and less points into the dense area of the body?
  18. Here is a blood cell flowing inside a blood vessel. The cells move along a path to form the blood stream. The blood vessel itself is also generated from the path. ap_rs_blood_cell_080417.hiplc
  19. Some of Houdini is still single threaded. So no, Houdini won't use all of the cores all of the time. This is why you want a fast Ghz speed on the CPU. The closer you can get to 4Ghz, the better your experience.
  20. it might be that underscore after density. Perhaps something like this...? kernel void test( int stride_x, int stride_y, int stride_z, int stride_offset, global float * density ) { int idx = stride_offset + get_global_id(0) * stride_x + get_global_id(1) * stride_y + get_global_id(2) * stride_z; float density_ = density[idx]; density[idx] = density_ * 2.0; }
  21. Thanks for the example files, I got it working. I did find that to see the instances in the viewport I have to use both options, @instance and @instancefile. Does this mean Redshift is rendering 2 object on top of one another? Here is what I ended up with inside the Instance node in the final wrangle. s@instance = "/obj/cache_me_first"; s@instancefile = "$HIP/box.0001.rs";
  22. Thanks for the follow up. Can you explain a bit more how to achieve this using your example file? I have written your box object to disk $TEMP/box.$F4.bgeo. Then I go to the out context, under the Archive tab on the Redshift ROP, and enable Export .rs Proxy. $HIP/filename.$F4.rs When I render the scene is blank. Are there any other adjustments I need to make to see this feature work?
  23. It just looks like an image mapped sphere with a torus around it. Clever mapping is in play.
  24. Currently Houdini 16 can only use 1 OpenCL device at a time. This may change in the future.
  25. The Copy node throws away attributes by default. Go to the Attributes tab of the Copy and add your attribute name to the list for downstream forwarding.