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Sedatyf

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Everything posted by Sedatyf

  1. Emit RBD objects

    Yes it's correct @Sepu I already did that, but the problem is, if I tranfer my velocity (v) in any ways, I've got the same issue as the beginning of this topic.
  2. Emit RBD objects

    Hey guys ! I recently followed the "Houdini 15+ Particles to Bullet" tutorials from Andrew (https://vimeo.com/179143928) and then the "Emit Bullet from Particles" tutorials from Tim van Helsdingen (https://vimeo.com/179639085) but I've got a weird issue that I can't figured out. I strictly followed what they show on their videos, but, when I'm checking my RBD sim, I have duplicate geometries on my point (as you can see on my screenshot). Also, the bullet solver warn me by this message : Something has changed in the RBD between H15 and H16 ? Am I missing something ? Thanks in advance guys, Gael. PS : Here's my file, but it's normally, as we can have in Tim's video. emit_rbd.hip
  3. Emit RBD objects

    Hey guys, it's me again. I found that being able to emit RBD from particles was very convenient to control the behavior of multiple RBDs. So, I tried to transfer velocities on my packed geometries. But the bug comes back. It's the velocity that mess all the things up obviously. But that I can't understand is exporting velocity properly. As you can see, I have a propper velocity on my point 9 and 10 at frame 12. Then I transfer it on the primitives as the id. And finally, after I packed it, the velocity is correctly transfered on the point. So how do I transfer it properly? Why it doesn't work? Thanks again guys !
  4. Emit RBD objects

    Alright ! Thanks a lot guys !
  5. Emit RBD objects

    And what "piece%d" means in your sprintf function ?
  6. Emit RBD objects

    Hey thank you @toadstorm ! I'll check that out as soon as possible ! But I can't understand why it is working in H15 but not in H16 ?
  7. Hi everyone, I'm a bit confused right now because I have a weird issue on my Houdini when I work on Alembic. I have some huge (not that huge, but still) models in Alembic format and I want to do VFX stuff on it. But I can't have a proper feedback on my viewport when I do some operations on it. As you can see on the gif capture, the color does not appear in the viewport, but if I save the scene, and open it again, the color appears. I checked my graphic cards driver (I have a GTX 970), and everything's on date, and I'm on Houdini 16.0.621. Is there a solution ? Thanks in advance, Gael. EDIT : Even if I launch Houdini as Administrator, the bug still appears. I need help :<
  8. Thank you @Noobini for the feedback. Well that's strange. I'll check if a more recent version have this weird issue
  9. Hey guys ! @marty I may try to update, but I try to keep the same version as I have at my work. But I'll see if there is changes on that. @Noobini If I Unpack Alembic, everything works fine, but I don't understand why is the color is applied on my alembic when I reload the scene, and not directly when I lay down the node.
  10. Pyro Jet Exhaust

    Hi guys ! I'm trying to make a afterburner, jet gas exhaust effects, but I'm struggling right now. I looked at the Pyro Jet Exhaust HDA from SideFX (https://www.orbolt.com/asset/SideFX::pyrojetexhaust). I opened it and look how it works but I still can't understand. There is no combustion, no flames, no smoke, is it just fuel/gas ? If this so, how can I make it collide with an object ? Like when a rocket beginning to launch, the afterburner collide with the floor. Thank you for your help guys
  11. Pyro Jet Exhaust

    Wow this is really kind of you Johnny ! I'll check this out and I'll probably learn many things ^^
  12. Pyro Jet Exhaust

    So Johnny, at the end of your video, you modelled a sort of cone and shaded it so it looks like a gas release ?
  13. Pyro Jet Exhaust

    I'm thinking about it, but if you have another techniques to do an afterburner effect, I'll take it too !
  14. 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.
  15. Flip Sim and Flat Tank don't collide with each other

    Exactly rbowden. I'm totally doing something like Graham
  16. Flip Sim and Flat Tank don't collide with each other

    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
  17. 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
  18. 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.
  19. Velocity Grid Exporter doesn't work on Particle Sim

    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.
  20. 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
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