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About rbowden

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  • Birthday 02/28/1985

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  • Name Ryan
  • Location Dallas, TX

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  1. If you want to use RBDs, you need to change the drop down on the rigid body solver from bullet to RBD. Since it is set to bullet, it is creating a convex hull across to connect each box.
  2. I am a little confused. To make sure I have this right, you already did a water explosion and now you want to take that result and have that collide with another tank? Or did you make the water explosion in just a popnet (non flip)? Basically are you creating something like this? https://vimeo.com/106930270 Or are you trying to emit flip particles from an actual mesh?
  3. Don't have the bunny geo so, can't really add to your file because it is erroring out. If you want to do this as a flip sim, I would look into doing some variable viscosity. Here are some forum posts to put you in the right direction: https://www.sidefx.com/forum/topic/31114/ https://www.sidefx.com/forum/topic/31574/ http://forums.odforce.net/topic/21855-viscosity-by-attribute-how/ http://forums.odforce.net/topic/23904-melting-flip/ Also in the help, you have an example for variable viscosity. Since these are particles you are dealing with, you could try and get some tendrils using POP nodes and plug them into the particle velocity input of your flip solver (2nd input).
  4. That is a pretty low res fluid you are trying to mesh. If you are just doing this as just a test, run your simulation out at a particle separation of something like .05 (should give you about 680k particles) and then set your particle fluid surface separation to be the same value. That will already help out alot...If you still want more sharper peaks, put a peak SOP after your particle fluid surface and put it at a value of something like -.06.
  5. So you have a file SOP in your file that is used to bring in your cannon geometry. You didn't upload the cannon geo with your file so when someone else downloads and opens your file, the whole network doesn't work because it is missing that geometry. To get around that, you need to lock your file SOP so that the geometry gets saved inside your file. To lock your file SOP, you need to click the lock flag on the node. It is right beside your bypass flag...click that and re-upload if you are still having issues with the pump.
  6. Here is a simple setup that deletes the points based on the active attribute. isolate_active_RB.hip
  7. Was the pump working before the crash? Hard to debug exactly what is going on in your file since you didn't lock your cannon file node before uploading the scene.
  8. I am confused on what exactly is the problem here? From looking at your file, the vdb reshape is working correctly and it is grouping the points inside the pig. I assume that is what you want because that is what the grains masterclass is doing with this (which you are creating this from). Using Houdini 16.0.542
  9. Should just be Xform Time Samples yeah? Render Properties -- Rendering -- Xform Time Samples.
  10. Lock you ship geo and your surface geo and then upload the file. If you do that, you won't have to worry about uploading everything. The geo will get saved in your hip file on the frame you locked it on.
  11. You have multiple people in this thread trying to help you but, you keep responding with that doesn't work. Show us what your material network looks like. Post up your rendered results so far. Put up a .hip file of what you have so far. That part in your OP you have circled is just a velocity (aeration) pass.The thread that @Federico posted should help you with that and it even has hip files in there for you. Have you checked them out? Have you tried to implement what is in those threads in your own file yet? If so and it still isn't working, show us what isn't working for you.
  12. The term you are looking for is flowmap and you don't necessarily need to do a sim to create one. You can do a complete sops based approach to do it but, you can do a flip sim to create one though if you really need to: https://github.com/sideeffects/GameDevelopmentToolset Has an example of how to do that but, I have a feeling it will become alot easier with H16.
  13. In regards to exporting Pyro FX to a sequence of images to use as sprites in UE4, I suggest giving this a watch: https://www.udemy.com/game-effects-using-houdini-ue4 Should help you a bit with getting a setup done and it has some hip files in there to dissect.
  14. Do you have enough particles in those areas that look sparse? How many particles are you dealing with in a particle separation of .02? Did you mess with any of the other parameters in your particle fluid surface SOP? Have you tried putting a bounding box around a specific problem and deleting all the particles except for in that box and tried meshing that? Could just be GL that is messing with you. Seriously a ton of factors to look into and I don't have an updated file from you to help debug so hopefully those questions give you a start.
  15. You need to fix your collision object. Attached is a fixed file. stick_RB.hipnc