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jackyu00

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About jackyu00

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    jack

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  1. FETarget constraint collision problem

    Sorry, I didn't make it clear. I am using tetrahedralize solid object instead of cloth. I have tried to increase the global sub-step(DOP node), but still didn't work. It seems like the collision ignore the region which constrained by target geometry.
  2. Hi all I have some problem about FEM collision. In the attached image below, the red part is my input target geometry and constrained by "FETarget constraint". When the target geometry moves very fast, my solid object penetrate itself. I have tried to turn on "collision with connected components" and also increase collision sub-step of FE solver, but it still doesn't work. Is anyone has better solution to improve that? Thanks. Archive.zip
  3. HOUDINI_PATHMAP problem on Mantra node

    Hi Edward, I have unchecked "Create Intermediate Directories" option and tried again, but it still didn't work. Maybe I will submit a bug to sidefx, thanks for your reply!
  4. Hi all, I tried to defined HOUDINI_PATHMAP variable in houdini.env to map file-path from windows to Linux. Everything work just fine, all the external files like texture/geo cache files are loaded correctly in Linux. But when I render my Mantra node to output images, I got error message it said "the directory doesn't exist" Seems like the path-mapping doesn't work on Mantra node, am I doing anything wrong or I need extra setting?Thanks. Here is my setting : HOUDINI_PATHMAP={"X:": "/X"}
  5. meshing huge amount of flip particle

    It sounds like a good idea to combine different VDBs, I will give it a try, thanks.
  6. meshing huge amount of flip particle

    Thanks bunker, Did you mean "bounding box" culling in the region tab? I sliced particle with 5 regions, and the first image show the gap between 2 regions after meshing individually. I am not sure how I can merge them without any problem while rendering. How would you recommend to blend these two meshes? Btw, I also try to mesh the whole water surface in Linux system with a huge swap, 500G, and succeeded, as shown in the second image.
  7. meshing huge amount of flip particle

    Hi Ryan, thanks for your suggestion. I have use "fluid compress" node to cull off most of the particle by depth, the original particle (with side and bottom) is about 200 million. The layout is still work in progress, once I get the camera, I think I can remove more particle by camera frustum. Maybe I should consider increasing my particle separation, because some of the shot is away from camera.
  8. meshing huge amount of flip particle

    Yes, I set the same value of sim particle separation, 0.025
  9. Hi all, I am having problem meshing huge amount of particle. I have a scene with a boat cruising along the river with long trail, the container size is 50m x 60m, particle separation is 0.025 I got about 40 millions flip particle, which were distributed and simulated with 4 machines. When I used "particle fluid surface" node to mesh the surface, my machine ran out of 128G memory. Is there any better way to deal with such huge amount of particle? Or I should simply install more memory Pc Spec : dual Xeon E5-2630v3 with 128G ram on Windows7 Any suggestion will be very much appreciated, thanks! Jack
  10. falling snow

    It seems like increase constraint iteration to 200 can get better result. The lower particle separation, you need higher constraint iteration to make it stable.
  11. falling snow

    Hi all, I am using H15 grain solver to simulate falling snow. When the snow hit the ground, it behaves like spring. Please see the attachment. To remove the spring feel, I have increased my constraint iteration to 100, but it didn't help. Is anyone know how can I improve this, thanks! Jack spring_snow.mov
  12. refraction flicking

    Hi miles Thanks for your advice, "backface removal" dose the trick! Thanks a lot
  13. refraction flicking

    Hi all, I am rendering a ice cracked scene and I found the refraction is very flicking. Please check the attached movie file. I use a simple envlight with sky image HDR, the shader is based on basicliquid, the render engine is pbr. When I turn off refraction the flicking is gone. How can I fix this? Thanks. refraction_flicking.mov
  14. Rest field from particles ...

    is this you are looking for? http://www.gerbertgosch.com/#!rndtextureflowpt1/c1gz5
  15. BulletSOP - Your work(R&D's, Article's, Breakdown's)

    My Houdini bulletsop test - building collapse
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