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Everything posted by 3dome

  1. read back substeps

    change your timeline to 4 times as long (because 4 substeps). then use timeshift after cache and put in $F/4.0 and untick Integer Frames
  2. read back substeps

    not sure but timewarp might do that. quadruple the endframe of the input range for the output end
  3. Breaking Ragdoll Constraints

    usually the constraints come close to the end of the whole dop network. in your picture it looks like you have the contraints separate from the crowd solver and merge both together somewhere. plug your crowd object into the 1st input of multisolver, other solvers in 2nd input and then use that output as 1st input of constraint network
  4. unpack them after sim and you color should be there again
  5. try to widen the range of values. now they only go from 0-5 make it big like 0-9999 or try not to use $PT instead use ($PT*4542248.26) [some big random number in there]
  6. Color to cloth attribute transfer

    had a look at your file but it's not working for me?! it just remains flat. even when i fix things like the attribtransfer after the solver it still does nothing. using 16.5.323 this is what i came up with dm_Infect_To_Cloth.hipnc
  7. Color to cloth attribute transfer

    what exactly are you trying to achieve? is your goal to only have the cloth obejct active and react to forces where the infection has spread (attrib = 1) ?
  8. Feather like movement

    vary the offset and/or apmlitude of the sinus function by adding @ptnum for eaxmple
  9. Combine VDB vectors

    well you are not really limited by the 4 inputs.. just use the op syntax in the volumesamplev('op:/full/path', ...) or for a even more convenient way use spare inputs
  10. I'm at work so cant download the file but have you tried using the bounding box to drive the color? in a wrangle it would be something like vector min, max = {0,0,0}; getbbox(0, min, max); float remap = fit(@P.y, min.y, max.y, 0, 1); @Cd = remap;
  11. snow effects with POP grains

    well you actually do have to play around with the scale kinetic/static thresh values grainSnow_v02.hip
  12. maybe something in this direction? dm_scatterMultObjects.hip
  13. here you go: http://www.artofvfx.com/black-panther-espen-nordahl-vfx-supervisor-head-of-cg-storm-studios/
  14. 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
  15. 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
  16. Color from Bounding Box

    plug the cube into second input and change the 0 in the relbbox to 1
  17. use python something like this import random from datetime import datetime random.seed(datetime.now())
  18. 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.
  19. 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
  20. 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
  21. 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
  22. i dont understand your problem. the id's stay the same just fine. have a look at geometry spreadsheet. also both deletes work fine
  23. b balance the values and it should work just fine
  24. whats wrong with it? works just fine. maybe you got irritated by the default grey material?
  25. jsut leave that half-band voxels and radius scale at default and you should be good to go