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bunker

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bunker last won the day on September 3

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About bunker

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  • Name
    Julien D
  • Location
    Vancouver
  • Interests
    DOPs, volumes, fire, smoke, FLIP, Bullet, particles, VEX, Python, lighting, rendering, comp ...

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  1. [SOLVED]Shape Made Of Even Quads?

    I had a quick try, have a look at the attached file: cloth_remesh_quads.hipnc
  2. you can use the pcimportbyidx VOP
  3. Gas OpenCL

    yes that's it
  4. Gas OpenCL

    yes, it works well on volumes. Have a look inside $HFS/houdini/ocl/ The most basic example is : $HFS/houdini/ocl/sim/dissipate.cl I'll post a file tomorrow, it doesn't seem to work well on my macbook pro at home
  5. [SOLVED]Scatter By Inverse Volume Density?

    or a Volume Wrangle SOP before your scatter SOP: if(@density>0)@density=chf("max_density")-@density;
  6. How to upres Explosion / Fire simulation?

    you forgot the lowrestemperature field - it was still set as a vector field. The ramp parameters don't get referenced correctly from lowres to upres - you can copy the values manually for dissipation field and flames height (heat cool field) and the last thing, since you're using the lowres temperature field, you need to copy it back for visualization Have a look at the attached file upres_test_fix_bunker.hipnc
  7. How to upres Explosion / Fire simulation?

    Sure. The easiest way is to copy the fuel from lowres to upres 1 - save the fuel field in the lowres sim. 2 - on the upres solver, turn on "use lowres source resolution" and "source from imported fields". 3 - inside the upres solver, change the lowres_fuel and lowres_density fields type to "Scalar" (not Vector) -- I reported that bug so it might already be fixed in the latest build. also the border type on those fields should be "constant" (not Streak) same for lowres_vel hope that helps
  8. popForce boundingbox, soft falloff - how?

    you can also use a volume wrangle to create the volume mask with falloff: // fade volume near bounds float p = chf("padding"); vector b, B; getbbox(0,b,B); float m = fit(@P.x,b.x,b.x+p,0,1)*fit(@P.y,b.y,b.y+p,0,1)*fit(@P.z,b.z,b.z+p,0,1)*fit(@P.x,B.x,B.x-p,0,1)*fit(@P.y,B.y,B.y-p,0,1)*fit(@P.z,B.z,B.z-p,0,1); @density*=pow(m,chf("exp"));
  9. Killing Particles

    The popkill sets a the @dead attribute to 1, you can do the same in a popwrangle or directly delete the particles with the "removepoint" function. in a popwrangle (make sure you set your input1 as your curve SOP) // if the points are not within the search radius, delete them if(pcnumfound(pcopen(0,"P",@P,chf("radius"),1))==0)removepoint(0,@ptnum);
  10. Density driven by velocity

    yep a wrangle would do, if you have your velocity as a volume: @density = fit(length(v@vel),0,chf("maxvel"),0,1);
  11. Pyro sim drastically changing in higher res

    Upres is the way to go, and no it's not obsolete IMO, but currently the of-the-shelf upres is a bit broken in some places. If you undertand DOPs a bit, it's an easy fix. - most of the lowres fields imported have the wrong type, eg: lowresdensity should be a Scalar field, not Vector and I would use the border type "Constant" for all fields, not "Streak" Also you should toggle on "Use Lowres Source Resolution" and "Source From Imported Fields" to get results that match your lowres as much as possible.
  12. FLIP - Hold tip of a snot?

    yeah, that's a pretty high value, how about this? if(@P.y>0){ @v=0; f@viscosity=0; }else{ f@viscosity=10000; }
  13. FLIP - Hold tip of a snot?

    it's pretty simple, check the hip file flip_hold.zip
  14. FLIP - Hold tip of a snot?

    in DOPs: you can plug a pop wrangle in the 2nd input of the flipsolver.
  15. FLIP - Hold tip of a snot?

    You just can set the velocity to zero where you want to hold the fluid. eg: in a popwrangle : if(@P.y>0)@v=0;
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