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Found 8 results

  1. In this tutorial we will go over how to set up optimized pyro clustering with oriented DOP containers in Houdini given a piece of geometry moving through a scene. This process will lower simulation time and be more efficient when saving to disk because there are fewer voxels. Link to Tutorial -> https://gum.co/TqUNR The tutorial is free though, if you feel like giving me some support I'd be grateful !! We first go over how to get things set up quick and easy and in the second half of the tutorial we make further optimizations using VEX. We'll look at how to rewrite cluster points to do exactly what we need it to, which includes rewriting the resample sop using VEX. An intermediate tutorial for those looking to speed up their pyro workflow and learn some VEX. Includes the scene file! Hope to see everyone leveraging these optimizations in the future and squeezing in those extra few iterations before deadline! You can reach me at trzankofx@gmail.com for questions or comments.
  2. New quick tutorial explaining basics of Houidni clusterin for Pyro and creating flare effects. https://cmivfx.com/houdini-pyro-and-cluster-simulations
  3. hi! I'm facing some kind of issue: I would like to fracture a geo, then create clusters from the voronoi pieces, then be able to break those cluster based on the strenght of their glue attribute. So far I only get this kind of result: A glue strenght of -1 should give me infinite strength right? so why are my pieces breaking appart inside the same cluster ? What am I missing ?? here's a simple hip if you'd like to correct me. Cheers ! voronoi_clusters.hipnc
  4. Hi everyone I'm trying to follow some voronoi exercises but i'm stuck on trying to export the cluster attribute from the voronoi fracture. If i dive inside the voronoi, everything i touch become red, but i need to do a cluster constrain so i need the attribute cluster.. How do i get it outside the voronoi? thank you
  5. EDIT The problem comes from the clusterpoint node which seems to add a duplicated piece name with no path: I am trying to do a bullet cluster sim. i am having a problem when doing the glue network. For some reason the connectadjacentpiece node doesn't want to compute on one of the cluster created. Whatever the number of cluster, there is always one cluster that will not be computed by the node. It seems that the problem isn't the foreach as when i try to select the problematic group and apply the connadjpiece outside the foreach, i still get no connection computed for that particular cluster in this particular example bullet_cluster.hipnc i added a partition to debug and see which cluster doesn't compute. You can change the cluster group and see that it works for all other cluster thank you for helping.
  6. Hi all. I've been learning much about smoke sims in the last few weeks. I have here a smoke test and I'd like to improve it. There's a number of issues going on here, but the first one I'd like to get to the bottom of is the way the smoke is popping (pops) into existence. In the clip below, the popping starts happening 3sec in, but you can particularly see it from 8secs onwards. Solid blocks of smoke appearing before they start dispersing - way too rapidly. So what's happening is that I have a large (110, 3, 60) voronoi fractured terrain that suddenly cracks all the way through the middle and then starting from the camera pieces start falling away. I'm using a 'delete' sop that's deleting geometry that isn't moving (v<0.9). So the blocks of smoke that suddenly appear are when the terrain pieces start falling fast enough to go into the smoke source. And the smoke sim is a cluster system with ten points. But it's too sudden and strong, how can I make them fade in? I'd appreciate it if anyone could give some input on this and on any of the other issues I'm seeing in this smoke test. (Other issues being the stair stepping in the close to camera smoke, and that the turbulence and dispersion? seems much too high. I'd like to slow the smoke down a lot.) 'cheers, Simeon
  7. I want to built a big scale flip tank in H13. I can manual set the scale or transform animation. But is it possible set a flip cluster have two or more flat tanks include, so i can put them along a curve. I have try to merge them together, out of work. Some tips will be great. Thanks.
  8. The new feature in Houdini 12 for simulating Pyro clusters is pretty cool and very efficient for the simulation. I'm trying to get the simulation caches back into Houdini (to view and render the results) but I don't see a straight forward way of doing so. I used the "${CLUSTER}" variable in the name for the export ROP that went to HQueue but that only works for the export, not for reading the simulation back in. Am I missing a straight forward way of reading the simulated Pyro clusters back in or is it a one way street to use the "${CLUSTER}" variable and you just make a bunch of file nodes to get them back in?