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Everything posted by rbowden

  1. Slow motion pyro

    Either use the upres solver to do it (will require an additional sim) or maybe use the volume retime in the qlib tools. I haven't used the qlib one myself but, I thought I remember seeing a volume retime sop in it.
  2. How to emit dop objects?

    Take a look at the bacon drop example file in the help. It is pretty much the same file they used in that demo you are talking about. It is a little older (still using the old foreach subnet) but, still relevant.
  3. How to emit dop objects?

    This should get you a good starting point: http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Emit_packed_prims_into_RBD_sim
  4. FLIP collision madness

    This seems to come up from time to time. The file above had too many errors when I opened it and it was missing some geo. Ideally you would want to get the two emitters in the same simulation together (if you can) for better interaction. To get two emitters with viscosity to work in the same simulation, you would just define your attributes in the sop level on your points using a wrangle. Just make sure you turn on the viscosity attributes on the flip solver. The attached file is using the method the OP was using which was simming one fluid (in his case the caramel), caching that out, and surfacing it to use in a second simulation (the chocolate). The viscosity settings in this file aren't based on anything and I just put some arbitrary numbers in for now. It is extremely low resolution because I didn't want to have to go through all the caching out. You can go into the second dopnet and press play to see this working. The switches on the emitter are just my quick way of turning off the emitter (probably could of been a bit more procedural in that regard). This should give you a start. flip_emitters_RB.hip
  5. spray particles acting weird

    I don't know what kind of look you are going for doing a whitewater setup with a flip sim like this but, if you want to get it working you are gonna have to mess with the Depth and iso surface values under the foam tab of the whitewater solver. The Iso surface value will expand the surface field if you go positive values (something like .05 would probably work in your case).
  6. Smoke flickers when thin

    Missing alot of components in that file to be able to investigate property unfortunately. It is possible it has something to do with the shader also (even though it is just the fireball shader). Take a look at these topics I found on some other things you can try. http://forums.odforce.net/topic/20121-streak-artifact-in-billowy-smoke/ http://forums.odforce.net/topic/23667-pyro-smoke-artifacts/ You can also try locking the frame in question in your file and then reuploading it on here.
  7. Smoke flickers when thin

    I see the artifact in the high dense areas but, I don't know what you are trying to circle for me in the dark area. To show you have no density in there and that you are supposed to? The block artifact can be because of a number of things. Do you have a shader applied? What is the scale of this scene? Did you crank disturbance up to high? You mentioned this is low res, maybe the resolution is still too low? So many different things it could be. In this case, uploading your file or a test file showing the issue would be more beneficial.
  8. Transferring attributes from particles to volumes?

    Nothing to miss really. Temperature is going to be brought in just fine if you have it as a point attribute going into the volume rasterize points. I did a simple file showing that it works and I also did it in your file aswell. You have some custom OTLs in your file so, I had to bypass those and I didn't have the patience to wait for your vel field to cook so I just bypassed the pop advect in your pop net. I also moved your dop net for your particles down into the sop level. Attached is the simple file and where I modified it in your file. particleTest1_RB.hip temperature_rasterize_RB.hip
  9. Smoke flickers when thin

    Are you seeing this in the render also? This looks like just openGL artifacts to me.
  10. Transferring attributes from particles to volumes?

    Looks like all you need to do is change the name of your field from temp to temperature in your "empty_fields" vdb going into the volume rasterize points sop. Doing that, I was able to get the temperature field to populate correctly. Unless you had a specific reason to name the empty field temp instead of temperature?
  11. Off the top of my head, I believe your shelves are gonna live in your houdini16.0 folder under the toolbar folder. It is just a matter of copying those over to your houdini16.5 I believe.
  12. FEM Wrinkle

    These could possible help and each one has example hip files for you to get started. https://vimeo.com/206074254 https://www.sidefx.com/forum/topic/48343/
  13. If this is just smoke and you are using the fluid source and source volume DOP, just name your densities something different (densityCold and densityWarm for example). Do your simulation and then use 2 DOP I/O nodes to bring in each density separate. From there you should be able to write out the VDBs separate like you want.
  14. Strange Bullet Solver Motion

    That definitely looks suspect. Can you upload the file or even a simplified version with the problem?
  15. Ocean sim help

    If using the shelf tools (which I assume you are), I would change the size value of the particle fluid tank. If you do that, you are lowering the upper bounds of your domain also which means that you will have to do more readjusting. I would instead raise the center Y value if you want to make the fluid thinner. If you do it like this, the domain size will remain the same.
  16. @art3mis If you are doing a SOP based approach, what is stopping you from using the Boolean SOP to make cuts? You can use proxy geo for your simulation and then replace the proxy geo with your high res geo post sim. Unless you are specifically tied to voronoi for some reason?
  17. Flip and Divergence.

    Using divergence in a sim is pretty straightforward. You can add a divergence attribute in a wrangle in sops or use a gas field wrangle in dops to do so. The only gotcha is that you have to enable divergence on the FLIP object (under the initial data tab). I am attaching a basic file that use a gas field wrangle dop with some notes that should help. divergence.hip
  18. flip interior emitter and velocity

    You don't need to do a iso offset before the points from volume. The pointsFromVolume will convert your geo to a a volume for you.
  19. Collision Geometry for Ocean Waves Simulation

    The reason why your vdb isn't looking right is because of the way your ship was modeled. It is not a water tight mesh which, is what you need to get a solid vdb. The model has a bunch of intersections and overlapping polygons in it and is probably making the PolyFill SOP confused. If you are just doing this for practice, I would find another ship to download and use that instead. You will have plenty of time to fix other dept mistakes in your career. If this is for a paid project though, you are going to have to spend the time cleaning this mesh up.
  20. sandstorm not rendering

    Its because your dop IO in your pyro_import is still pointing towards /obj/Dust_Simulation/pyro1 instead of /obj/Dust_Simulation/pyro This is why having multiple pyro setups in one dopnet can be bad idea. Things can start getting confusing pretty quick.
  21. Flip fluid stick on collision

    Do you have Stick on Collision turned on in the fluid solver? Its located under Volume Motion---Collisions Once you turn that on, it should open up some options for you to control the sticking a bit more.
  22. FLIPs Waterline Feature

    I am trying to understand what you are going for here. You are keying the waterline parameter up so the water level will raise higher and lower? Maybe posting a sample file of what you are experiencing would help more in this case.
  23. RBD's slowly sinking into yoghurt Flip Sim

    Feedback scale is a tricky parameter to get right. You change one thing with the object you are trying to float (density, scale, etc.) it is going to screw that number up. Alot of times you can get away with a value of 1-5 but, I have had to do it in a scale of 100 before. I couldn't get it working in the file you posted for some reason and if I can't get it working in the first ten minutes, I just remake the scene. That is exactly what I did and feedback scale is working like it should. I will leave it up to you to figure out the sinking part...Off the top of my head though, I would probably time a velocity field that pushes down at a certain time and randomize it per packed object you have. Attached is a working feedback scale file. Swirl_03_RB.hip
  24. Noise in Flip fluids

    I would add some jitter to your inital flip points. That should get rid of the banding. I am attaching a file with the changes. You will still need to mess with the smoothing and such in the particle fluid surface to make the surface not as flickery but, it gives you a starting place. You are also going to have a grand time dealing with UVs if you plan on transferring them to the particle fluid surface (which it looks like you want to....Take a look at the uvquickproject node to see why). I'm curious on why time stretching would get rid of banding artifacts like this? MyHead_v07_RB.hipnc
  25. Smoke Collision Voxels

    Could be a couple of things happening but, hard to pinpoint without having a hip file to debug. Can you post your file or recreate a simple example with this happening?