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About djwarder

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  1. Cheers for the info Alex, doing a sceneHook is something I read about in posts here. But could this be done using inlineCPP in Python so as not to have to go the full API route at all?
  2. +1 I'd be very interested in whether this is possible at all, or if there's an alternative way to print custom stats in the viewport (like FPS is at the moment)? Anyone got this working?
  3. Hey, this is the nearest I've seen in a Houdini video online ... I'm guessing create a radial field using FluidSource SOP from points maybe (scatter points in circle, point normals away from centre, turn N into v) and then use that as a pump. Or could do it a particle way & use POP axis force or POP wind maybe?
  4. Not quite sure what you want to do, but if you want to create a flow field around an object then you could use info from this post ...
  5. Yup, I recon so. If you look in the VEX header file for the PBD granular code there's some functions already written for SPH type fluids - density estimate, lambda calculation, etc. I was having a look but work is distracting me now! As for speed ups, I'm not sure. But it would prob be better than FLIP for small-scale sims where surface tension is needed for the look. And Nextlimit just added it in Realflow as 'Dyverso' and they claim major speed ups over previous implementations, so might be worth a look!
  6. Something like the 'detail op' node in Naiad would be great in Houdini ... (skip to 0:24)
  7. Hey Jurai, any chance you could give some more info about how you got the instancing working in Arnold please? At the mo, I'm using fast point instancing with off-disk geo in Mantra but need to export this as .ass files to render in Arnold in Maya. Is this possible at all?
  8. Nice sim/render, any info on container res for the first 2 shots and sim times? Any scene files would be cool too! ;-)
  9. Doesn't sound hopeful, shame that nVidia still aren't playing ball. Back to using the CPU then!
  10. Awesome news! So OpenCL in Houdini can use more than 4Gb on the GPU now?
  11. Ahh, nice article. Guessing this could be easily adapted to work in Pyro?
  12. Hey, just wanted to see if anyone had any experience with trying to build a rest field (in Pyro) from advected particles at all? It was a technique mentioned in the making of Stalingrad a while back, but not heard of anyone else using the idea. Anybody got any tips or examples of how to do this?
  13. Hey guys, just revisiting this post. Been trying to use advected points to build a rest field, but banging my head against a brick wall! Anyone had any luck doing this at all?
  14. Amazing work as usual Eetu! Can't wait to have a play with this ...
  15. Hey guys I'm trying to rack my brain about how to get wires to stick together & to a collider, but can't come up with a solution. Guessing could use a SOP solver to modify fexternal or velocity, but am not having much luck! Anyone got any ideas or experience of this type of effect, please?