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marles

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About marles

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  • Name Morhain
  • Location 97434

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  1. Hi, there is some new stuff, After few test i noticed when i disable the "particle separation" in the flip solver (particle motion tab), i don't have anymore this probleme (the volume doesn't reduce). That's cool but i'm a bit confused because i don't understand why the particle separation option make my volume reducing ? If someone can explain me the reason, it would be great
  2. Hi everyone, I got an issue with the particle sepration setting. I'am making a vortex in flip, when i set my particle separation to 0.1 to get a fast preview of my sim, all works well. But then when i set the particle separation to 0.05, my simulation looks weird. It's look like the tank is loosing a bunch of his particles, and the flip's level surface get down. I don't understand why the particle separation breaks my simulation. I knew this setting can change a few things in your sim but here i'm loosing a lot of particles.... and it' happen all the time as i set my particle separation under 0.06 here is a flipbook of the simulation at 0.12 (no issue): https://www.dropbox.com/s/y36uz2oxl6jl7jv/RenderTest0.12.mov?dl=0 here is a flipbook of the simulation at 0.05 (issue start around the frame 96): https://www.dropbox.com/s/5w3uv9r3hzocc90/RenderTest0.05.mov?dl=0 Here is my hip: FlipWhirlpool02issue.hipnc If someone know how can i fix this isuue, i'm listening all kind of tips, Thanks a lot for your help (currently i'm not able to cache this sim properly). ps: if the quality video is poor, download the link, it's because of the dropbox streaming. Marles
  3. Hi Konstantin, Thx for your quick answer ! That's work like a charm ! Thx again
  4. Hi everyone, I would like to create point from volume but with a custom point separation, i mean have a different point separation by axis, like 0.5 in Y axis and 0.2in X and Z axis. I couldn't find how manage it, does someone have some tips ? Thanks for yout help. Marles
  5. https://www.orbolt.com/upgrade-houdini-files, You can use this online converter from orbolt.com, but i think is only to convert Hipnc into Hiplc then you will be able to open your projetc in a commercial (limited) version, but if you want something more specific (eg: convert your file in Hip) you can contact Sidefx with your files to explain what you want. Hope it help you
  6. Hi, Or maybe you can use a vortex force in DOP to keep your smoke turn around your main axis. To do that, you need to create the orbit's attribute from your deformed line (create a vortexforce atrribute next to the line) and then use them to drive the vortex force in your DOP. You can control the vortex in 2 node: in the vortex force DOP and in the VortexforceAttribute in SOP. See the hip below, the red node are the news. ps: i'm not sure if it works, because i didn't have the time to run the sim totally. Let us know. Tornado_test7.hiplc.hipnc
  7. Thanks bunker for your reply, it looks better now !
  8. Hi everybody, I'm working on a smoke simulation, but in the display when i look at to the density of my volume i'm bit confused about the result. Instead to have a shadow on my volume i get something as a black hole (like if there was no density, see the picture below, it looks like my volume is sliced.). Although I can see the density appear if i put another light to lighten the shady part of my volume i would like further explanation to make my mind clear. So i was wondering: -Is it normal to see a black hole instead a shadow ? -Do i lost my data, or the volume is not display but the data is still there ? -Is there a way to get more accurate display on the volume, to see a real shadow instead nothing (a setting in the light or anything else ?) ? Thanks a lot for you help, Marles
  9. Hey Yorkst, i'm not sure to understand what you're asking, are you asking what mean each attribut in vex syntax that you can find in the popnet ?
  10. Whaouh thanks asd asd for this other method, really interresting process and really helpfull, i exactly get the particles that i want. Thanks a lot,
  11. Ok my fault, i needed just to check the option "Remove Overlapping" in the POPsource ("Birth" tab) So now with a popnet i will be able to do what i want, thanks a lotfor yout help S2jo. If anyone have another technic with vex to create an attribute age to the particles i would be really interested to hear him..
  12. Hey S2jo, thx for your reply, Effectively, use the pop network can make the trick, thanks for the tip. But i still get an issue: when i use the pop network to create particles on the points, the particles are constantly emmited on the point so i can't use the "age" attribut correctly to create a group... For example i would like to keep just the youngest particles and delete all particles over than 0.5 (AGE) but if i put $AGE < 0.5 in the group it doesn't work, because new particles appears where the oldest are not anymore in the group.... Maybe there is a way in the popnet to emit just one particle per point, this would be awesome. I don't know if i explained it correctly so i put my hip. Thanks for your help AgePointInGroup03.hipnc
  13. Sorry guys i don't like to up the topics but i'm really blocked and i don't know how i can achieve it... So i do a little up
  14. Amazing work ! thanks for sharing.
  15. Hi everybody, I made a basic simulation with a point cloud, just a point cloud which is rising over a sphere. All points which are eaten by the pointcloud become red and are in the "Origine" group (sorry for the french group name ^^). But now i would like to create an "age" attribute for each point which are in the group, for example if the point 85 is in the point cloud for 3.5 secondes ago, so the age attribute would be: age=3.5 Until now i haven't manage it... my first mind was to create this attribute with a wrangle point....but i need some help .... So if someone have a method (with vex, vop or other technic) to create this kind of attribute, it would be awesome I linked my Hip file if you need it, tell me if i was not understandable. Thanks for your help, AgePointInGroup.hiplc