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ParticleSkull last won the day on July 5

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  1. Flip Fluids with Color

    That's super cool! I think it would be better to do it with pyro, at least in this situation the simulation looks more like smoke than liquido Anyway, if you want to color flip you can apply the color on the emitter points (the flip particles should keep this attribute) and then transfer from the flip particles to the mesh. You'd need a very dense mesh though
  2. Do FEM solids bounce ?

    Hard to say, can you publish a preview of how your scene looks like?
  3. Do FEM solids bounce ?

    Hey Antoine, try changing the Integrator Type to ABE2 in the Finite Element Solver not sure if it works on all situations but once it worked perfectly for me
  4. noise on internal faces of a shattered geo

    this! You can get some incredibly cool internal detail with it
  5. Constraint RBD to Cloth (or Grains)

    Hello guys, How can I attach a rigid body object to a piece of cloth? I'm a bit lost on this. I tried cloth and also pbd with no success, now I have no idea on what i should try. There's a file attached (using grains). It's a starting point if anyone can give it a try. Cheers - Alvaro rbd.to.grains.v1a.hiplc
  6. noise on internal faces of a shattered geo

    Hey Nicola, the voronoi fracture node have some good options for it. It doesn't create jagged edges between the inside and outside faces though There's also a tutorial from Simon Fiedler explaining a cool technique for achieving the interior detail with jagged edges. It's not 100% perfect but it works in a lot of scenarios. But nowadays you should totally use the boolean fracture techiques, it's way better than voronoi
  7. Granular Sheet - Moving Pin Constraints

  8. Granular Sheet - Moving Pin Constraints

    Good! Is it working now? You just have to use an attribute copy inside the sop solver to update the targetP data
  9. Grains cloth - bend resistance

    Hey Michael, not sure if it will fit for what you need but I've noticed that if you increase the simulation steps the object gets stiffer. The more you increase the harder it looks
  10. FLIP - Slip on Collision Control Field

    Sup dudes, I got some pretty awesome answers on facebook. Didn't got the time to check it properly but I know that the scene file is working. Thx to Jason Slabber for the file. It uses a SOP Scalar Field and looks much simpler than what I was doin' Also Myke Mendes said: "one good very efficient way is also creating a gasmatchfield in dops using surface as reference and name it slip... then create a gasvop and create some noise there... you can also animate it, bring geo and do magic tricks" "it will be very efficient because just creates the field where you have flip... and it's resolution will always match your surface field resolution" I didn't got the time to try this last one but looks really cool - from Jason's Setup - Cheers Alvaro flip.slip.v3.hiplc
  11. Granular Sheet - Pin Constraint

    That's some really awesome info, Michael. Thank's! Please try to upload the scene file, it would be very helpful - Alvaro
  12. FLIP - Slip on Collision Control Field

    Hey guys, What is the best way to use the slip on collision control field, to avoid viscous fluid of sticking on objects? I managed to do it with the help of a friend, using the gas match field + a source volume. it works fine for static objects but not at all for moving ones. I have a project with an alembic animation and I really need to use it on the animated surface. Can someone help me? Here's the setup in dops: Here's it working fine with a static object. It's a top view and the red box is the sliping object: and here the red box is animated, not working: Not sure if this is the best way to approach it so any other ideas would reeaally help me scene file is attached Cheers, Alvaro flip.slip.v2a.hiplc
  13. Narrow Band on Objects (not on a FLIP Tank)

    Hey guys, is there a way to use NB on standard liquid object (like a sphere)? I need to melt something and the simulation is getting very expensive, it would be awesome to use narrow band on it but I could only use it on a FLIP Tank by now Thx, Alvaro
  14. WIP - ok++'s softbodies RnD + .hip files

    got it! I think FEM would be a better option then. The problem of keeping the inside surfaces with cloth is the kind of mesh you get. Cloth works fine with meshes like this: but it get extremelly slow with meshes like this: That's why we have to transfer the fracturepart to the first mesh. I have no idea on how to keep this 1st mesh with the inside surface but, you know, it's houdini and you can do pretty much everything on it. I'm sure a lot of guys here on odforce would find a way - Alvaro
  15. WIP - ok++'s softbodies RnD + .hip files

    Hey Stanko, I had a similar situation a few days ago. I'm attaching a scene file and here's a screen shot of the setup: EDIT: I forgot to say something very important. Each piece of cloth must have a different fracturepart attribute. Also, inside Dops, you must enable the Fracturing on the object and also the Tearing on the solver. Cheers, Alvaro Fracture_Cloth_v1a.hiplc