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About merlino

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  • Birthday 07/30/1978

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  • Skype marco.merletti

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  • Name Marco
  • Location AR

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  1. It's really better if you cache out the sim using the "compressed_cache" node. It will use only the ram needed for the sim, and then only the ram needed for the surfacing. Maybe just with that it will works. 1 - "Save to disk in background" on "compressed_cache" it will start hbatch so you can close your current Houdini session 2 - Save to disk in background on "particles fluid surface" ... same as point 1 this way is more efficient.
  2. Can you upload the frame 137 cache? maybe the compressed_cache one 7zipped... so I can play with that directly
  3. Hi Atom, The distibuted sim works only if you have 2+ pc and halp exactly in this situation. So you have a rough total of ram that is the sum of your pcs ram. In this case you can't use distributed sim as you have just one pc. I think that depending on the flip sim it can be possible to split it. If the fluid is fast moving it will be very hard to set up, but for slow moving FLIPs I think it will be possible. Anyway I should try to be sure. Can you share the HIP to see if is there any optimization that can help? I'm thinking for example that the convert vdb node has and automatic partition in it, maybe you can set the partitions to higer values. Also the "VDB from particle fluid" has an option "Tile size" you can try setting the size to smaller values as that way should use less ram. I hope this can help. Cheers! Marco
  4. 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
  5. 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
  6. 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
  7. 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.
  8. 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.
  9. 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
  10. 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?
  11. You're welcome, anyway wasn't a mistake to use attr import, but you have to set the inputs for the popvop. Cheers! Marco
  12. 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!
  13. 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.
  14. 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!
  15. 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!