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ghenci

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About ghenci

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    Ghennadi
  1. RBD chains on Character

    Thank you guys for your replyes! @derjcmp - no I didn`t. Truly I never worked with grain solver yet. If somewhere (vimeo, youtube, here on this forum) there are examples of solving a similar problem - it would be interesting to look @adrianr - thank you very much for scene! I'll check it out on my character when I'm a bit free from the current tasks. Now I just do not have time. :-/ And at the moment, the problem is solved as mentioned above - with help of cloth solver.It worked well enough for this particular case. Once again thank you for your tips!
  2. RBD chains on Character

    Hi all! So here is the problem: there is a character with RBD chains on the body. If the character is static, then the chains normally hang on the body, but as soon as the character starts moving - everything goes to hell. I've tried 2 methods: 1) Replace links with simple spheres and link them with hard constraints. 2) Each link is represented as a set of spheres and solve in this form. I tried to inrease samples - did not help. So, what else I can do to simulate this chains? I think that it can be solved with cloth solver, (use some "ribbons" that represents this chains, take centroids of primitves and copy on this points chain links), but I really want to do it with "true" rigid body dynamics. So any suggestions? I attached an archive with 2 scenes and some caches. By the way, sorry for my bad english. bug_search.rar
  3. Hi! Here is a problem. I try to create liquid inside some volume, for example in the botlle. If bottle is static all is OK, but if bottle is moving - FLIP inside this object start to compress and is losing its volume.... Does anyone know how to resolve this problem? Here is link to sample video: https://www.youtube.com/watch?v=RBE_5Oae5dY&feature=youtu.be Any help will be appreciated!
  4. houdini cache trouble!

    Thank You Skybar for quick reply! I will try to work with sim files! I hope it will work... Any way once again thank you for your advices!
  5. Hi all! I have a very long simulation (800 frames). During caching there were error occured (twice!), so i I have had to restart houdini... So here is the question: what i have to do to continue my cache from frame where error happened? At this moment if I set start frame in ROP or Dop I/O from any number of frame bigger than 1, houdini start simulation from scratch . If I set simulation start frame from any number bigger than 1 in DOP, Houdini just do nothing! Houdini just ignores all calculations and save cache files without any information (files size is 1 kb) Please help! Cache all 800 frames of simulation every time, again and again - it is madness!
  6. pyro cluster

    Ouh! There were some troubles with internet connection so I accendently created two topics with the same theme. Here link to discusion: http://forums.odforce.net/index.php?/topic/17948-pyro-cluster/
  7. explosion on desert

    any chance to view your hip file?
  8. pyro cluster

    Thank You very much Dobin! It works!
  9. pyro cluster

    oook. Thanks dobin! So it`s working if I turn off instancing in Source Volume in DOP and Partitioning in Fluid Source. But it is still something wrong, if I turn on " gasresizefluiddynamic ". How to make this instanced containers to resize their dimensions?
  10. pyro cluster

    Hi all! I`m trying to recreate a dust burst from some number of objects, when they hitting floor, for example. So I decided to use pyro cluster for maximum flexibility. For study reasons I`m trying to build scene from scratch. So what I have now... I made draft scene that use to be represent the effect that I need. Now I have some points ("collision points" - place-holders where dust have to be emitted from), and number of fluidsources for fuel and temperature emision. So I generate number of source volumes and instanced pyro containers, but I have no emission in this containers at all. So here the scene. multiExpl1.hip What I`m doing wrong? Any help would be appreciate!
  11. pyro cluster

    Hi all! I`m trying to recreate a dust burst from some number of objects, when they hitting floor, for example. So I decided to use pyro cluster for maximum flexibility. For study reasons I`m trying to build scene from scratch. So what I have now... I made draft scene that use to be represent the effect that I need. Now I have some points ("collision points" - place-holders where dust have to be emitted from), and number of fluidsources for fuel and temperature emision. So I generate number of source volumes and instanced pyro containers, but I have no emission in this containers at all. What I`m doing wrong? Any help would be appreciate! So here the scene.
  12. FLIP with "Air Field"

    if I right, the main trick of Sergey`s set up is to generate fixed amount of "air-particles" around "water particles". Mmmm ok. At this moment I slightly modified Iuri`s setup: so I can generate fewer particles based on height above the water. But it is big difference between what I have now: Fill container with water, remove particles on some height and remove some particles base on their IDs. and Sergey`s setup: Modify solver in a such way that it calculates volume around water and generate around it fixed amount of particles (this is important too, I believe). May be I`m wrong, but I think that Sergey`s setup work faster. So my quastion how we can do maximum optimisation for "air generation"? (Houdini is really NEW software for me!) One more time, sorry for my bad english, but I hope now is little cleaner what i mean. Any way thanks for advices, they are already helped me! I`m just looking for more flexible and faster ways to do it!
  13. FLIP with "Air Field"

    Soooo... JuriBryan`s idea basicly is working, but has some disadvantages: for example generation of many unnecessary particles. Regarding on edward`s link (thank you, by the way, it was interesting to read this ), unfortunately, there were no answer "HOW it was made". :-/ So topik still is open....
  14. FLIP with "Air Field"

    Thank you JuriBryan! I'll look at this carefully, tomorrow may be.( Now it is quit late )
  15. FLIP with "Air Field"

    Hi all! Accidentally found interesting RnD test of "air field" usage in FLIP. Here is the link: Basic idea is clear: Simulation consists from 2 FLIPs with diferent density. But how technically it can be perfomed? Any ideas? Ps Sorry for my bad english.
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