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About merlino

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  1. You almost did it! Just few more steps: Do the "attribute promote" of "Cd" from vertex attribute to point attribute before the "fluid source" node. To clear the linked value (green) do CTRL+Shift+LMB on that greened "density" and put Cd there. It should works
  2. Marcos, I think the easiest way is to export the alembic with the weight map as vertex colors. Then when you create the fuel source (your "fluid source" node after the emitting geometry) you should set "Scale by Source Attribute" ON and set "Cd" as source attribute. It should works this way. Maybe you should promote the Cd attribute from vertex to point, but I'm not sure it's necessary. Let me know if it works! Cheers, Marco
  3. Consider that if you set a "v" you are forcing a velocity for a point, exactly that velocity. "targetv" works like a goal, you're not setting a hard value for the velocity, just a goal and the solver try to reach that velocity. Something like this can help with the "deflating"? inflate_01_a_012_fix2_mem.hiplc
  4. Another option, but really I don't know if it's necessary (I think is not), is to use the wave layer tank. That way you have a layer of particles and you can adjust how deep is it, but I think it's useful when you actually have waves, in your case (calm water) you can simply resize the tank in -Y, that way you are controlling the deepness.
  5. You can resize the tank itself in the Flip solver settings, "Volume limits". Depending on how you created the sim it can be referenced to another node or not. In any case you can cut the reference, if you want, and modify it there.
  6. Also, I feel like the res of the flip it's kind of low. How many particles do you have? I see the parts separation is 0.015 but we don't know how big is that geo. I think in that particular shot you can use a relative small flip tank, surely not so deep as there's almost no action, and go with smaller parts separation. It's well optimized the size of the tank? A thin layer of water should do the job I suppose. Cheers! Marco
  7. Hi Andrew, yep, it's kind of strange behavior. Without the hip file I feel like the problem is the collider, but it's hard to tell.... Have you "polycapped" the geo?
  8. You're welcome, anyway wasn't a mistake to use attr import, but you have to set the inputs for the popvop. Cheers! Marco
  9. Hi skyros! I think the sipliest way to import an attribute is to use "bind". Anyway it should work the way you made it, pay attention in the popvop1 node, in the "input" folder you must define what are your inputs. In your case "input 1" must be set as "Myself". I hope this helps. Cheers!
  10. Hi Tagosaku, for my (little) experience with rendering, the artifact you see in the spec_clr pass it's probably due to the fact that "preview" is enabled. Try disble it, some time it gives met hat kind of artifact.
  11. Hey guys! Thanks a lot for the replies! I'll soon make a test and let you know the new (hopefully) working version. Alexey, thank you really much, the start point for my code is your! Tanks!
  12. Hi guys, I'm trying to create a shelf button that quickly create a parameter into the selected node. To start, I'm happy with the initial solution, taken from https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=22539 n = hou.selectedNodes()[0] group = n.parmTemplateGroup() n_fol = hou.ui.readInput("Folder name: ", title=('Add Float:'))[1] n_par = hou.ui.readInput("Parm name: ", title=('Add Float:'))[1] folder = hou.FolderParmTemplate(n_fol, n_fol) folder.addParmTemplate(hou.FloatParmTemplate(n_par, n_par, 1)) group.append(folder) n.setParmTemplateGroup(group) but I have a problem, when I run again to add a second parameter, the folder takes name from the first one adding '_1' instead of taking the name I put in the folder name. The label it's ok, with the name I insert. Any idea why is this happening? Thanks!
  13. Well, using the instance node, importing the particles and overriding the material's attribute gave me the lower memory usage, maintaining all the attributes needed, as Cd rough orient ... really powerful!!! The memory was like 20GB rendering ... now it's less than 2GB! Great! Thank you so much guys!
  14. Hi guys! I'll do some test today and see what's the best solution. Thanks a lot! Marco
  15. Hi! I'm trying to obtain a displacement noise on the particles surface, but I can't do it if I'm rendering particles as point, and if I use the copy with a sphere it start eating a huge amount of memory. Is there any other solution? Thanks! Marco