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About Sedatyf

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  • Name Gael Cocat
  • Location France
  1. Exactly rbowden. I'm totally doing something like Graham
  2. Alright, I've got a part of the solution. I saw this topic And I tried rbowden's solution. It works, but, I can't emit particle from my geo with this technique. And my splash's a geo that emit particle from a limited time. I'm still searching but help is welcome ! Cheers
  3. Hi everybody, I'm making a water explosion, I already have the water column, the splashes, but I want to this collide with an Ocean Flat Tank. Like that, I'll insert this flat tank in a Large Ocean with a displaced grid. But the problem is, my emitted water for my column doesn't collide with my tank. I saw that to make fluid collide, we need one FlipSolver, but two Source Volume. But in this case, with a flat tank, displaced by wave, how can I achieve this ? Anyone has an answers ? Cheers, Gael.
  4. Hey guys ! I followed through Ben's tutorial on the gorgeous melting angel flip simulation. I'm trying to achieve this effect on a personnal project, with a Rubik's Cube. The only way I found to keep colors on my cube's faces is to have UV's and texture on it. I googled my problem and I found many topics similar as mine. Like Toadstorm topic's on his blog, like rurik topic's on ODForce. So I tried many solutions but I can not get a satisfying result. Could you guys help me to figure what's wrong ? I attach my HIP file, sorry it's quit heavy :/ Thank you in advance for your answer, Gael. RubiksCube_v01.hip
  5. The file is export and I know how to import in Unreal but when my set up is ready, nothing happens. Like if there is no vector at all.
  6. Hi ! I was trying to do some Vector Field or Velocity Grid for Unreal. And during my research, many forums redirected me on the asset Velocity Grid Exporter by Benny Yang on Orbolt. That's an amazing tool but it doesn't work on H15.5 with Particle Simulation. I don't know why, I tried to look through the code, but I can't see what's wrong. Do I make a mistake in using it ? Is there another solution to export Vector Field or Velocity Grid to Unreal ? Any help is welcome ! Cheers, Gaël.
  7. Hi ! I already posted on SideFX forums, but unfortunately, nobody responds me, so I give it a try here ! I'm currently exporting some scattered sim to get some sim (such as explosions) but with particles in json files. For an example, I make a smoke sim with a sphere and a billowy smoke, and in the pyro_import node, below de DOP Import, I lay down a scatter node and a ROP Output Driver node. Thanks to this, I can export some scattered sim with their attribut (such as temperature, velocity, etc.). The problem is, I'm trying to have an ID Attribute on this particle. I mean by ID, a unique number which corresponds to a particle, like POP Solver. Someone told me that the POP id is unique across the whole sim and is assigned by a simple counter of new particles. And that's exactly what I'm looking. So I did some test to find how to imitate ID system from Pop Solver but on a Pyro Sim. And I found this : below the DOP Import and the scatter node in my pyro_import node, I lay down a AttribWrangle and I say : “i@id = @ptnum;”. And it works pretty good ! But there is a problem. When I test this on my POP Solver to compare if my “fake” ID is fair compared to the true ID, we can see a slight different result after 50 frames of sim. Because particles dies, and the i@id = @ptnum generate id on the frame and not on the particle. The same person told me to try POP Advect and VDB Advect Points, but I don't understand how to use it (I'm still a student who's learning Houdini). Does anyone have any idea how to do that properly ? Any advice ? Thanks, Sedatyf