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Found 20 results

  1. Hello all, I am struggling to get proper UVs to move along with this vdb surface advection (courtesy of artist Jose Leon Molfino). I assume you would just make the UVs the same as the rest attributes but I am not getting the same results (as the video I attached). There is not much out there for blending dual rest and adding UVs to a growth simulation. If someone knows the solution it would be a great help to my personal project!! I attached Jose's file below which I would like to figure out how to add UVs too. Thank you very much! https://x.com/Jose_Molfino/status/1585375392101064704?s=20 ssstwitter.com_1697331574695.mp4 vdb_advection_withoutUVs.hipnc
  2. Thanks in advance for the help! I'm advecting a vdb so it grows over time. Once turned back into polygons, I'm hoping to stick UV's on it. The setup - I promote my uv's to point attribute and in the initial "VDB from polygons" I created a new surface attribute to store the uvs - I advect both vdb volumes in a sop solver, and then convert the vdb to polygons. - I then use an "attribute from volume" node to transfer the uv's from the volume onto the mesh. This works for the first frame, but as expected distorts and breaks down pretty quickly as the volume grows. I've researched and found examples of using the "dual rest fields" option in the Pyro and Flip Solver and then blending between the two rest states to "reset" the texture distortion as the mesh grows. There is a great example of this by Jesper Rahlff here (https://forums.odforce.net/topic/49461-lava-flow-question/?do=findComment&comment=227475). Great! I can create a rest field but... - What exactly is rest2? how is it different from rest1? - And how would I go about setting it up here without using the pyro or flip solver? If you have a better way to achieve this always open to that too VDB_Advect_UV_rnd_v02.hiplc
  3. Hi! In the attached hip file there are a bunch of spheres generated using the pig head geo and connected to a solver with VDB advect. Is there a way I make these spheres grow inside the pig ahead so that when they grow to touch the surface of the pig ahead, they should just collide and deform? I tried converting the pig head to a vdb but I think it needs to be hollow from the inside for it work. Thank you so much for your help! VDB_advect.hiplc
  4. Hi, I love the "wind tunnel direction" feature in the sparse solver, and I would like to find a way to mask it's effect. I know this is just a vector field node with "External Direction" set to a given value, but I don't know how to apply a mask to it (say I'm simulating a chimney with smoke rising out from the top. I wouldn't want the wind inside my chimney). I can do this inside the gas wind node or with any other force node. The problem is: none of them look nearly as good as the "External Direction" option in the vector field node! (with gas wind being the worst). I've tried using the "Sop Vector Field" node, and plugging in a sop field with the same value to what an "External Direction" value might be. It kinda works, but not quite. The result is not the same, and I noticed that the velocity field is getting incorrectly updated. (it flashes in and out of active areas when "activated") - also it's slower I hope there is a Gas DOP expert who can help me. Basically what I want, is a wind that looks as natural as the "Wind Tunnel / External Direction" but with the ability for applying masking (and other stuff if possible). Thank you so much, if you actually read this. Thank you even more, if you can help Best Regards, Asger Mortensen.
  5. Hey everyone! I am try to simply advect particles with a moving object. We have particles/grains floating around and a person runs through them at speed so I just need to create some advection/turbulence, more than what's already created from the collision. I assume it is as simple as pyro but I can't seem to work this one out. Any ideas? Thanks
  6. Hey guys, how can I create a custom field on FLIP? I'm trying to achieve this. I guess I could advect the new field using a gas advect but I just can't add this new filed to the sim. Scene file is attached with a small progress Thx Custom_Field_Advection_0101.hiplc
  7. Hi All, TL;DR - How do you save particle velocities each frame to feedback into a sim? I'm working on a particle effect for rain on a window. Currently adapting a nice example from Toadstorm. I've made some changes to his setup. He has new particles growing over time and becoming droplets past a certain pscale, so i've derived mass from pscale to connect droplet size and speed, as the wind force i'm using to move them is not set to ignore mass. video I added a sop solver after the DOP to delete still particles touched by moving ones. And a popinteract and a popfluid to try and get the moving drops to coalesce and follow each other as they move down, but this has only slightly worked. Ideally i'd like to write the velocities of the moving drops into a volume which could then come back into the sim the advect the particles, or some other technique that follow make it so that new drops hitting and existing trail would follow its path precisely, and add a little to their speed and size. I presume I would use a sop solver inside my DOP network for this, but no clue beyond that. Any advice much appreciated, H windowdrops-uv3-w.mp4
  8. hello. previously i saw a hip file in the forum about internal combustion of car engine pyro solver ignites and mooves the engine piston that in turn moves the gear of the car wheel. i searched for it but i cannot find it any help please thank you
  9. Hi, new to Houdini! What’s the best workflow to advect particles with fluid on a fast moving object?
  10. Hi, I am trying to understand advectByVolumes node. Basically I create custom vel field and animate density by advection. When increasing timestep, density moves more, but there looks a certain distance limitation, and density does not move further anymore. I wonder what's a logic and a solution for that, instead of using sop-solver, in order to continue to proceed density animation. advectTest.hip
  11. Hey magicians, I've got a particle setup burst wich generates a pyro sim I know how to advect particles from pyro when we have ie: the same emitter (sphere) but in this case my main emitter is this particle system: So what I tried to do to have the base geo emitter match with the pyro shape is: 1) copy spheres on the particle emitter - 2) create a vdb from the pyro and use as source Both methods don't get me that pyro shape in motion with the particles, any suggestions? Thanks!
  12. hello guys, I tried to get velocity field in to POP and use advect by volume. but particles stop moving when they reaching some position. I can't find the reason of it and how to fix it. Does anyone can help that for me please? vortex_field_problem.hipnc
  13. Hi! Just want to share my last work, a magic reconstruction of a world globe. It contains DOP sop solver, smoke by color, advection by smoke and fog, basically. Hope you like it. Pol https://vimeo.com/207149300 Job searching as vfx generalist. https://vimeo.com/polvilla particles.mov
  14. Hi, I'm trying to match this flame look for pyro. I have 3 major challenges: - the flames are not sticking to the geometry and travelling along it while keeping the shape (more or less) - the base colour of the flames (close to the emission point) is white at the base and I would like to get the white in the 'middle' of the flame as in the reference. - I cannot have a very specific emission source for fuel because that gets very visible and overexposed (white) while the flames are faded to lower luminance values (orange, red). Playing with the emission sources doesn't bring me close enough and it is very difficult for the flames to clump together (or go towards each other) while keeping their individual shapes (at least for 3-4 frames). Also it is impossible for me to make them crawl and warp around the burning object. It seems that i miss a attraction force that keeps them to the surface and control their shape. Playing with velocity fields makes them only going away from the object and loose the shape very easily. It seems that I'm missing something. Any advice to were to look would be very much appreciated. UPDATE. A second media file was added for better understanding of the issues. Thank you! Cheers, Cristian fireRef.mov fireRef2.mov
  15. Hello magicians, I'm stuck in a R&D for a client, been trying to do a particle behavior for 5 days without success. Heres a video gif of the latest client ref: http://i.imgur.com/dvtTkL1.gifv Also attached is some early image references the client sent but I would like to focus on the gif one. Here is a gif with some of my RDs, I tried advecting particles from pyro, doing a pop network with curve forces and some more stuff, the behavior the client wants is some sort of flock/swarm like a monster that chase a person. http://i.imgur.com/Bs9kFbK.gifv Thanks in advance Cheers!
  16. Hans Peter

    Advect flip

    hey, I'm trying to build a little vector field to advect some flip particles. so far so good. unfortunately the particles are staying around the field insteat of just getting shoot in the right direction. I can shoot them with a vel of 100 but they suddenly stop vel.hip
  17. Hi guys! Im doing some final touch ups on a project and I need some help with some particle behavior. Im re-creating a seahorse giving birth for a crowd and particles project and the babies (particles) look like they are shooting out like a machine gun but in the reference they are coming out more in bursts and are swirling around (being underwater of course). Im controlling the impulse birth rate and impulse activation in CHOPs (inside an OLD POP net) and I cant find enough docs or resources on how the advect by volume works in old pops. I tried to re-create Tokerus advect particles setup in my old pop net but to no avail. Ill provide the reference, what i have currently rendered and my .hip file. That would be great if someone could point me in the right direction. Thanks alot guys. Let me know if you have any more questions or if you need more info heres a link to the reference video https://www.youtube.com/watch?v=b_nEA3dtOZs and heres a google drive link to what I have managed to come up with so far https://drive.google.com/open?id=0B-mSmcQH6CSgNkp4NTlzRjg1Z0U Cheers Seahorse_Project_for_ODFORCE.hipnc
  18. Hi guys,i have 2 problems with the ip,first i can't group particles,the advect by filament keeps affecting all particles I want to affect just the one near the emitter Second the mesh that its used by the source filaments node collides with the ground ,there is a way to ignore this collision? Thanks! AdvectByfilament.hipnc
  19. Hi forum I'm trying to achieve a helicopter dust raise and this is what I reached for curly dust layer more or less and I want to add another layer of dust simulation for horizontal movement after that. I used an arena shaped geometry to create velocity volume and advect some particle with this velocity field. and at last I simulate this volume from particles that has this arena shape already without extra advection, just some turbulence and disturbance. But as you see this so smooth in the base and has more noise at the ends and this is annoying. So after reading some related threads in forum, I start to think if I'm wrong. maybe I should advect particles with volume instead. actually I want to know best approaches for creating similar effect. Thanks in advance
  20. Hi, Thank you for this forum.I need a little help from you guys.I am advecting particles by volume of smoke.I animated the scale source volume in the source density to detach smoke from the source and disperse the remaining one.Kind of a gradual fade out effect.How can I have particles disappear the same way?Currently they keep going.Any way to map the data of scalar volume to say alpha of the particles? Or is there any other way? Thank you.
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