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About KarlRichter

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  • Name Karl

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  1. This old, but still relevant, post explains GPU acceleration very well, and has tips on how to optimize your sim for openCL. There is also an attached file that clearly shows the kind of speedup you can expect: https://www.sidefx.com/forum/topic/25234/ With that test scene, i'm easily getting 4x to 5x speed up with Quadro M4000.
  2. You needed to normalize the axis input to the rotate node. I also included a very simple approach using the align node. WTF_fixed.hiplc
  3. If you use a multisolver node, you can affect your cloth object with both a cloth solver and a sop solver. In the sop solver you can process your cloth mesh any way you want, in your case adding animated noise to the "targetstrength" attribute. See attached for an example of how you might set this up. animated_cloth_noise.hipnc
  4. If you add a float point attribute to your target mesh named "targetstrength" (as its now called) it will act as a multiplier to the target strength parameter. This is true for most of the cloth object parameters.
  5. You're almost there. Use a trail sop to calculate the velocity of your surface mesh, then use an attribute transfer to transfer the velocity to your scattered particles. Use that as the source for the whitewater. If you want the particles to float, you will need to make a surface VDB from the water mesh and plug that into the whitewater solver as well.
  6. All you need to do is increase the density of your collision geo. Houdini calculates velocity from the mesh points for collision and you original box only had 8 points. see attached for example. stick_rotation_fixed.hip
  7. Use the whitewater source node with some velocity added to the source particles. See attached for example. whitewater_from_object.hip
  8. The mask needs to be a volume that has a value from 1 to 0. See attached for example. CrownSplash Anim C_mask.hiplc
  9. See attached for example.... vdb_morph_mask.hip
  10. Here is a quick and dirty method I have used in the past to up-res sand. There is more you can do to clean it up, but this is a good start! ParticleUpres_HELP_02.hip
  11. I am messing around with a bullet setup that will emit little cars driving around. My setup works fine for the first car, but every car after has messed up constraints. I have gotten this to work as expected using multiple packed primitive bullet objects, but it really seems like I should be able to get it working using just one. See attached for examples.... constraintCars.hip
  12. Hi guys! I'm a bit late to this party but thought I would share anyways. I am very new to Houdini, but very experienced in Realflow and Maya. However, after discovering Houdini I don't think i'll ever go back. I love how much control you have with Houdini, and how easy it is to create your own tools when the provided ones don't quite fit. A while ago, I wrote a Realflow Python script that did splash hole filling. While it worked OK, it was slow and a bit unstable in certain situations. I took the same Idea and put it in a VOP node, and it seems to work really well! It is super simple and very fast because i'm not doing a bunch of dot product math, just relying on Houdini's excellent point cloud functions. Here in an example video: https://vimeo.com/153145442 See attached for example .hip Cheers! Karl splashExample.hip