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gaurav last won the day on April 2

gaurav had the most liked content!

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About gaurav

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  1. Hi Guys, Long time Sharing some of the Fun Effects work done about a year ago for Dreamwork's Boss-Baby. Sorry for WIP takes, I don't have final renders. Cheers!
  2. Some correct me if i am wrong. They are also much more Memory Efficient, earlier pops were linked lists in memory.
  3. Very Cool Adam ,very Cool !
  4. You may ask How did bunker figure that out ? with experience of course. But if you are new to Dops best place to look for this info is details view. Important thing to remember is that Merge node in dops doesn't merge multiple data streams in Sops sense but it creates relationships. Relationship data is the one that tells dops dynamic engine which object affect which other object. Affector Matrix(Table) in dops Details view is very useful in figuring that out. Top row is of Affector objects and left col is Affected objects. Green color is two way, Blue is one, and grey no color means no relationship. If you hove rover cells you get the popup text. Play around with different Affector relationship types on Merge node to see how it reflects in this table. Cheers !
  5. Hey Guys, I have a situation with flip sim where every time i write out / cache there is a change in particles positions in some areas of sim. My scene particles have somewhat moderate velocities with wide variation in viscosity ranging between (0.000 to 1.000)*40 in few decimals places. Although overall sim shape remains the same but there is a visible change in secondary shapes, fine tendrils it makes. My suspicion is on the viscosity solver as i bypass viscosity calculations the error goes away. 64 bit float precision doesn't help the case either. I am aware of rounding errors that are inherent in floating-point computation but have no idea of how is viscosity solved. Has anyone experienced it behaving it non-deterministic ? Thought to ask around before submitting as a bug. H14.xx.xxx Thanks,
  6. Hi, Wanted to share something similar tried a while ago. Bubbles are generated as johnny described but test rendering was all together. Indeed the more control at comp the better. Cheers!
  7. Two ways in wrangle 1. append v before @side rotate(rot, rot_mul ,v@side) 2. or declare before using as variable. vector side = v@side; rotate(rot, rot_mul , @side); Cheers!
  8. With Interactive Figures ! https://youtu.be/TIcSnsmitHw http://immersivemath.com/ila/index.html#
  9. Hi Guys, To avoid guesswork from multiple open session with %>ps -a | grep ..... How do you access PID of a session *Being inside the same session* ? Tried looking for env var in %>hconfig -a with little luck. Thanks,
  10. Turn on Reap Particles found on Flipsolver > Particle Motion > Behavior tab
  11. Hip attached , HTH, gm_contained_FLIP_fluid.hipnc
  12. You are welcome Try increasing particle radius scale. .05 is too low i believe defaults is > 1. Cheers!
  13. Hey Guys, Long time ! Tried my hand at creating short Houdini Video tip under 5 minutes. Had fun doing it. Hope it proves useful to someone Cheers !
  14. Here is another simple approach for generating twisting vines around center core /trunk, keeping dynamic animation in mind. Sorry for untidy file never had time to clean it up. wire_solver_capture01.hipnc Cheers!