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  1. snow effects with POP grains

    well you actually do have to play around with the scale kinetic/static thresh values grainSnow_v02.hip
  2. maybe something in this direction? dm_scatterMultObjects.hip
  3. here you go: http://www.artofvfx.com/black-panther-espen-nordahl-vfx-supervisor-head-of-cg-storm-studios/
  4. How to view heightfield collision

    it don't have a representation as far as i know (see the collision webinars for more information) so just leave that Use Heightfield checkbox ticked and turn on display geometry
  5. EXR meta data issues

    i don't think you can parse it a python dict. What it does is it interprets the string you enter in that field as a python dict. If you feed it {"count":0, "path":"/jobs/"} it should work if you want to work with parsing it a dict then you will have to convert the dict into a string I guess
  6. Color from Bounding Box

    plug the cube into second input and change the 0 in the relbbox to 1
  7. use python something like this import random from datetime import datetime random.seed(datetime.now())
  8. I'm no expert at this but this really rough "explanation" might help: Smoke/Pyro: uses voxels "only" to compute all that fields like pressure, velocity, etc that is needed in the math to describe the behaviour of gas FLIP: on top of volumetric calculations as in pyro it has to transfer those results onto points (particles), adjust their position and other attribs, from there calculate new volumes again and so on RBD: the bullet solver is not designed to be highly accurate but to be efficient and fast. most noticable as it uses a convex hull approximation of the objects to calculate collisions. it only uses transform matrices, the collision shape and things like velocity, mass to do the calculations particles: just points in space with velocity (maybe angular vel aswell), no collisions. basically just @P += @v * @TimeInc * @Frame Regarding the rendering: the documentation about rendering is a chapter worth reading here. but as a most basic example let's say a ray hits a stone. it gets reflected in some direction and thats it. with fluids and volumes that ray enters the "object" gets refracted, scattered, refracted again when leaving and all that is ofcourse more heavy to compute. but RBD can be "slow" to render aswell just depends on the object. things with SSS or refraction(glass) or ice take their time too.
  9. the help on vdbfromparticles states: "You can generate additional VDB primitives that store the values of point attributes. Only voxels near the points will be set." So I guess you are right that it behaves like a surface VDB. anyway here's a scene that uses rasterizepoints and VDB so it gives the same result as the standard volume. (i did a quick performance comparison and at least at that resolution the standard method is twice as fast) dm_vdbfromattrib.hip
  10. cull spheres based on bounding object

    convert alembic into polygons, pack them with assemble then do the group thing on points and it should work
  11. you already have an id attrib. you are creating it just before the solver don't care about the ptnum Houdini is displaying in the viewport. It does change of course that is why you have the id attrib. Just like with a particle sim where particles die and new ones get born they constantly change their ptnum in viewport but id (in spreadhsheet) stays the same and no, setting id to ptnum after the solver wont help at all
  12. i dont understand your problem. the id's stay the same just fine. have a look at geometry spreadsheet. also both deletes work fine
  13. b balance the values and it should work just fine
  14. whats wrong with it? works just fine. maybe you got irritated by the default grey material?
  15. jsut leave that half-band voxels and radius scale at default and you should be good to go