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About dudenay

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  • Birthday 11/24/1975

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    Yann NICOLAS
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  1. Drag by Proximity -Particles

    Hi Logix1390, The vex code you are using does something else than slowing down when the distance between your emitter and your particles is growing. Actually it's doing the opposite: it's slowing down when your particles are approaching the target. In the " // Drag by Proximity to Point" code you can define the target you want by replacing the target position. To understand easily what is going on, i always consider the process for a single particle. As you say you get it, did you do it in vex?
  2. Break Glue Bond And Apply Force?

    Hi Atom, It seems that in the AutoDopNetwork, the Scalar Values of the sopvectorfield1 are to small facing the strength of the glue_constraint. About the purple trails that don't follow the cube when it's falling, you can place that force field directly on the ground, it will be used on collision. I applied crazy value on x so it's easy to identify. I hope it helps. ap_break_glue_bond_force_apply_v02.hiplc Edit: I notice that there is a "Position Data Path" on the sopvectorfield1. I guess you need a position node to catch some position datas that you'll can then input in the sopvectorfield1. So it should automatically follow the cube.
  3. rings artifacts in meshing particles flip houdini

    First thing i would do would be to put adaptivity to zero in the particle_fluid>particlefluidsurface1, in surfacing tab, output. This will allow a more precise mesh from one frame to another, the adaptivity can produce some vibrations. Still in the same node, if you want to add some wireframe, you can have a lower Particle Separation or a smaller Voxel Scale. Those weird rings will still be there, but you shouldn't notice in rendering.
  4. Ocean sim help

    To my understanding, if you want a water sim, you need some deepness. Water sims need to happen in a container. Without a container, it would fall continuously. Also, if you just have a paper thin water, you won't feel the object sink down because it won't create a "hole" in the water. Anyway, if you really want to have a thin Flip Tank and want to do it from the shelf, in the particle fluid tab you can generate a Flip Tank, in the fluidtank_initial set the Y size of the fluidtank to a small value. I just notice that you're talking about ocean sim, so it depends on which ocean sim you choose, some use flip tank.
  5. What is the best way for ferrobrain effect?

    Atom link is a good one, the zero gravity sim has good vex to achieve your effect. This one can also help, i think it's like entagma reaction diffusion, may be a little bit improved: from Erik Baymukashev - 2d line growth effect 01: (project provided) 2d line growth effect 02 is very close from what you are looking for, no tuts or project with that video. I guess you'll have to mix several pieces of those projects to build that ferrobrain effect. I wish you that this thread has the same kind of success than the differential curve growth. Some info of that discussion can really help here: http://forums.odforce.net/topic/25534-differential-curve-growth/ 2d_line_growth_01.hip
  6. OpenCL simulations on ADM GPU

    Since almost five years, Houdini only support 64 bit platforms: https://www.sidefx.com/forum/topic/27117/ About Single Precision or Double Precision, it depends on what kind of data you want to store. For example, in the FBX import doc, it is specified that some vex datas can be single or double precision. http://www.sidefx.com/docs/houdini/commands/fbximport Maybe this other page of the doc will help you, it explains that you can changes the precision and amount of memory used to store an attribute. Warning: Not all operations in Houdini maintain 64-bit precision. http://www.sidefx.com/docs/houdini/nodes/sop/attribcast
  7. If you dive inside the gas disturb > disturb_vectorfield > Control_field node you'll see that I've added a length node. To measure the length of the velocity vector, you must specify that you feed the node with a vector. As you can see if you change from float to vector, it's working better. I got that trick from the Applied Houdini Volume tuts by Steven Knipping. Give back to Caesar what is Caesar's...
  8. In the dopnet, I forget to change the type to vector in the gas disturb > disturb_vectorfield > Control_field node of the microsolvers. It's working better now. You pushed the values of the gas_disturb Control Range, which make their influences stronger. Still in the gas_disurb nodes, you tweaked the block size values. You also added the density mask in velocity of the source_volume. In the Polywire > fluidsource / scalar volumes you've changed the out feather length in SDF from geometry and tweaked down all the values of the motion blur tab. In fluidsource / velocity volumes / stamp point you reduced it of half. Do i miss something? Thank you for those fixes ! I appreciate.
  9. Yes, I sourced the Torus to make it obvious and simple but actually it is the point to add this to the Goldleaf "node recipe". I've cleaned it a little bit and added some Microsolver, just for fun . And thanx for the link page by the way, i saw your answer and i'll go check the page sometimes. ap_fast_emitter_velocity_v002.hipnc
  10. I can understand why you try to avoid Sub Steps, it has a computation cost! Goldleaf solution is pretty smart. May be you can also add a Trail node in your Geometry volume source, and set its result type to "Compute Velocity". So you'll can advect your geometry movement to the volume. I'm not sure that it will totally fill the gaps but it should help with a low computation cost. I made a very small setup with the Goldleaf file. In the Dopnet, you can compare when you source with the velocity or without the velocity. fast_emitter_velocity.hipnc
  11. Most of the time, when i have this kind of troubles with particles or volumes, it's due to missing Sub Steps. When a movement is too fast, increasing Sub Steps on the dopnet or on the popnet>simulation helps to smooth the animation. But of course, as you say, a smooth source is better.
  12. Maybe you can try with Vex attributes: @cent.x ; @cent.y ; @cent.z instead of $CEX ; $CEY ; $CEZ I hope this will help.
  13. Atom's Link Page

    Thanks a lot, very useful, i hope you'll keep it up!
  14. Rest Field examples? how to use that field in Pyro?

    In Alejandro Files, AutoDopNetwork>pyro(Smoke Object)>Fields>Rest is checked on but AutoDopNetwork>pyro(Smoke Object)>Initial Data>Add Rest Field isn't checked neither AutoDopNetwork>pyrosolver1>Advanced>Rest Field>Enable Rest. So how can it produce Rest datas? You can see that if you middle click on import_pyro_build>import_pyrofields there are no rest.x rest .y and rest.z, they do appear if you check the Add Rest Field and Enable Rest as previously mentioned. So i don't really understand how the Alejandro file is interesting for the "Rest" purpose. Maybe i miss something. It's good for the explosion rendering. This next thread is a good answer: http://forums.odforce.net/topic/20659-fluid-simulation-what-is-rest-field-for/ it has a link to a project that Ian generously share with the odforce community: http://fx-td.com/?p=329 This next link also help to understand, even if the provided file may turn houdini down: https://www.sidefx.com/forum/topic/31320/ The best answer i've found is in the Steven Knipping tutorials, at the end of Applied Houdini - Dynamics 2 he turns on the rest field and in Dynamics 3 (5b) he explains how to use it. The entire bundle is brilliant, you can watch the 1 out of 6 for free. It's here: https://www.cgcircuit.com/bundle-details.php?val=28
  15. I had an issue that looks different to yours, but of the same kind. When i was caching the simulation, the timeline was immediately orange, never blue, wich means that the image of the cache were outdated as soon as they were calculated. Also, i was able to scroll but the cache was disappearing if i move the cursor to frame 1, and i had to replay the sim entirely. I've simplified my setup, checked & re-checked everything... Until i've been in the render panel, it was on and was calculating each frame. It was refreshing at each step of the sim. I stopped the render and the Houdini dop cache worked perfectly well then, no more orange timeline just blue !