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rbowden

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Everything posted by rbowden

  1. 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
  2. Should just be Xform Time Samples yeah? Render Properties -- Rendering -- Xform Time Samples.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. You need to fix your collision object. Attached is a fixed file. stick_RB.hipnc
  9. I'm gonna assume you are talking to me (Ryan) when you say Rob Reseeding is supposed to maintain particle count but you should always be double checking your particle counts to be sure. Reducing your particle separation from .03 to .02 could be a pretty drastic change. Again, double check your particle counts to see how big of a change it is. Sometimes it could be something as big as a 10mil point change. I'm not sure what you mean about the particle fluid surface not detecting the resolution? If you used to shelf to set this up (which you did in the file you posted earlier in this thread), the fluid compress particle separation and the particle fluid surface are both channel referenced to use whatever particle separation you use on flip object. If that isn't the case, then you probably broke that link when testing out some things. As for viewing the amount of particles, @Diego A Grimaldi is correct that you can just middle click on your DOP IO node to do this. If you want to do it in the flip simulation, you can just middle mouse click on any of the nodes and it will tell you how many points you have in the flip object (I usually just do it on the flipfluidobject itself though). Be careful with Diegos suggestion of the viewport particle count display. If you have that up in your viewport, anytime you change frame, it is going to cook your simulation because it is going to try and read that frames particle count. So only keep it on if you are doing a flipbook or going frame by frame manually.
  10. For doing a simulation like this with a workstation like yours, you need to be a bit smarter when doing flip simulations. Just by looking at your file, I can see many areas that can be improved on to help with simulation times and your meshing process. Here are some of my findings so far: - At a particle separation of 0.025, how many particles is that at frame 48? I am going to say that it is alot. You need to me more conscious of how many particles you are dealing with in your flip simulations. The particle separation is going to be different for every flip simulation you ever do because it depends on the scale of your simulation. I took your file and ran 10 frames of your simulation at a particle separation 0.025. At frame 1 you had 4 million particles and at frame 10 you have 22 million. You are roughly injecting a little over 2 million particles per frame at that particle separation and you keep doing so every frame until the end of the simulation. The only time particles are getting killed are when the waterfall hits the bottom of your container. If you are going to emit particles like this every frame, you are best off maybe having some sinks around your main body of water to help regulate the number of particles. For a body of water like this, you can easily get away with regulating the number of particles to 25-30 million and have that be enough resolution for you. If you don't want to emit particles like this every frame in the large body of water, don't make it an emitter and turn on reseed particles instead. Reseeding will help regulate the amount of particles that you start out with and try to maintain that if particles are getting killed off. Read up more about it in the help and do some testing with it. - The tube emitters. I have no idea why you are even adding these into the same simulation as your body of water. Why not separate out the process and do each tube emitter separately? Sure, in the real world you would have that water fill your body of water but you have to stop thinking real world and start thinking about how to fake it. Do your emitters first, have them emit down and go a little bit into where your body of water is going to be. As soon as they are past that threshold, kill those particles. You aren't going to see them churning around inside the water in your shot. The most you are going to see is maybe some splash kicking up and some ripples (all of which you can go outside your flip simulation after it is done). If you do it like this, it gives you faster turnaround if you need to make changes to anything in your simulation. If you were to get notes on a change to the body of water and not the tube water coming out, you can just change the body of water because now you have it separated out and your tube water will look exactly the same. - As for meshing, you are trying to mesh many particles and of course you are running out of ram. Do you really need the particle fluid surface to iterate through all those particles that are under the water? Not really. You have some pretty deep areas of your flip simulation and unless something is going to be interacting with those deep areas, you can probably just delete those particles that under the surface. I believe you have some settings on the particle fluid surface to do this now but if you want more of a manual approach, take the SDF that gets written out when you simulate your flip simulation (surface), do a gradient on that sdf and use that to delete any particles based on the threshold of that gradient. That should speed up things exponentially with your meshing. If you want an alternative, give this thread a look and try out what bunker suggests: http://forums.odforce.net/topic/26814-meshing-huge-amount-of-flip-particle And I agree with @Federico on caching out your simulation to a compressed simulation first and then meshing. I don't understand why you wouldn't want to do this. If you don't cache out and you surface your simulation live, you are denying yourself the ability to even tweak your mesh. You are at the mercy of whatever you have your particle fluid surface set to. It is only beneficial to you to cache out your simulation first.
  11. You can still use the method in that video. Used it recently and it worked fine.You have to use packed geo and select the rbd packed object in dops before pressing the shelf button for exporting that comes with the whole package. That was the only way I could get it to export. Whether or not it is the best way, I am not sure. I haven't used Laidlaws FBX exporter but, the interface looks a bit cleaner so it may be worth a shot. Also, I think h16 may come with more game development friendly tools so I would be on the lookout for that in the next couple of weeks.
  12. Unfortunately I don't have access to Houdini 12.5 anymore but, I opened this in 15 and didn't see any issues. I am uploading the file that worked for me. I did some tweaking in here and cleaned up some stuff. Also turned your rbd resolution down on some of the objects to something a little more manageable.. SOLUCION_RB.hip edit: took out a huge chunk of text because I just got schooled in a part of flip that was unbeknownst to know me. The more you know.
  13. You need to check off collision guide if you want to run the simulation in the viewport. When you have Collision Guide turned on, houdini calculates that mesh you are seeing in the viewport per frame. I DLed your file and turned that off and everything seems to play fine (after putting the switch you have in there back to 0).
  14. Did you copy and paste some things from another file?
  15. I am unsure what you mean by it isn't working? Benny Yangs asset exports out an .fga file. Is it not exporting that format for you? Does it error out trying to export that? If it does export, are you having trouble importing inside Unreal? Too many questions that need to be answered. If you are having issues importing fga files into Unreal: https://wiki.unrealengine.com/Creating_Vector_Fields_(Tutorial)#Importing_an_.FGA_File_into_UE4
  16. No reason why the saved version of the bgeo and the live version vdb creation shouldn't work. Whenever you run into stuff like this and you know it should be working, why not go back to the basics and create a simple scene to test it out? If the simple scene doesn't work for you then upload that here. It is really hard to debug FLIP simulation issues by just looking at a screenshot. Out of all the times I have done FLIP simulations, I have never used collision guide either. I am guessing the resurgence of this is from the recent Jeff Wagner webinar. Its not awful if you want to go that route, I just don't see the point. If I want to know what my collision is going to look like, I take a look at it on my static object. That gives me the real representation that I am looking for.
  17. No, I would have your main sim dop network separate from the spray/foam/etc dop network (basically the way you have it now). If you could upload a sample file of it not working, that would help trying to figure out what is going on.
  18. If you are running the foam out from the same flip solver and dop network and it is colliding, no reason why the spray shouldn't collide also. Just did a quick test on my end and it works just fine.
  19. @Atom You seem to be focusing on trying to dampen your velocities in your sim but, really you should be focusing on fixing the sim itself. Why is the waterfall creating such a huge splash when it hits the water? Well look how deep your basin is where the water fall is hitting. It isn't deep at all...You will rarely see a waterfall first hitting a basin like this with the basin being so shallow. Make the impact area where the waterfall is hitting deeper. Also, the majority of your particles are falling down together with no variation whatsoever. Integrating Jeff Wagners air field setup from his webinar is definitely a start. Your collision on the static object is a bit questionable also. I don't know if you were in the middle of trying different settings for the collisions but, if you were trying to get vdb collision working, you have it set up wrong. You need to change volume mode to Volume Sample and put your geo into the sop field of your static object. Now you don't necessarily need to do that step since you aren't really pulling any velocities from your env BUT sims tend to run alot faster when the collision guide is turned off during simulation. You should also decrease the resolution of your collision VDB if you plan on going that route. Right now you have it extremely high resolution (.25) and can get away with it being something between 1-1.5. For both of your emitters, I noticed that they are hollow at the beginning also. It looks like you did the equivalent of doing a scatter on your emitters and just have points scattered on the outside surface. That is definitely something to look into. This is only just a little bit of how you can improve your setup. It can be taken alot further than this. Anytime you do an effect like this, you should familiarize yourself with what makes the effect. In the case of a waterfall, do some research on how they work. Why do they do what they do? You seem to be in the habit of finding reference photos and that is great. Once you figure out how they work, alot of the time you can start visualizing how to create the effect in your head. Youtube is your best friend! It is easy to blame Houdini when something is working for you but, alot of the time it isn't the fault of Houdini. Also remember that not everything needs to be physically accurate also. Just because the waterfall and the basin fluid are colliding with each other doesn't mean that you have to do both of them in the same simulation.
  20. I can't answer that just by looking at the picture of your network. I could take wild guesses but, you should just upload your file.
  21. The red mesh is just from your collision visualization on the flip object. The default settings are probably a little bit low res. If you change anything on that mesh, it doesn't change your simulation at all. It is just for visualization after all...If you want to take a look at the settings for it, go about 4 tabs over to the collision tab. All you need to worry about is how your collision looks on your static objects dop (your blue mesh). Also, is the water going to be hitting the whole body? If not, why are you bringing in the whole body as a collision? You can cut off everything but just the legs if you want just a foot splashing into the water.
  22. Any caches that you exported out from houdini, I would just get rid of altogether as long as you are able to create them again from your hip files. For stuff you got from animation, well, you can't really do anything about that unless you want to try and zip them up.
  23. Shots shouldn't have constantly changing requirements but, unfortunately in the real world, they do. That is just the nature of the business unfortunately at a big studio. Sure, you can challenge your direct supervisor (which is more likely be the FX supe) but, they still answer to the VFX supe and then the VFX supe answers to the client based VFX supe sometimes, and then that VFX supe answers to the director. Everything goes through a chain of command and sometimes you get a person in that chain that has a different opinion of how the shot should go. Sometimes that direction is completely different from what the director wants and unfortunately the artists pay for that because most of the time, we have to make the changes last minute. Believe me, they know it costs more money and it really seems like it doesn't matter most of the time. Sure the "open shot" concept is bad but, unless you are making your own content, nothing is going to change. Most of the big places are still vendor studios and make alot of profit from it. It is easy to say move on if you lose a bid to a smaller shop but, imagine if that is happening constantly and you are the person that is trying to find work to keep all your artist employed...It is easy to turn into a yes person for the sake of keeping the company going. As for the original post, I agree with everything Haggi said. Whenever I look at a shot, I break it down to the simplest element and build on top from there. It definitely can get overwhelming at times but, you just have to take a deep breath and go the route you know you can iterate pretty quickly.Your lighter (if you aren't lighting your own shots) and compositor are your best friends. I have seen compers turned what I thought was an awful looking pass into something amazing. Most people are visual so even if you get a flipbook out demonstrating your effect on a basic level, it can at least start a conversation. Starting a conversation and explaining what you have in mind is what you want, it helps paint a bigger picture for people most of the time.
  24. So humor me on this...I see you have some spaces in your file path (3d models, DOSCH 3D - Animals). Get rid of the spaces in your file name or just move that obj over to a temp directory that doesn't have any spaces in the file path. See if that works...I have had instances where it would error out with spaces in the file path.
  25. Got it to load with Houdini 15.0.416 just fine.