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Found 10 results

  1. Hi everyone, I'm currently working on a blast/pyro effect, and I need some advices about fast colliders. I've fast moving collider that doesn't affect correctly my pyro. the solver seems to be unable to correctly evaluate the motion of my object. Any idea about how to solve this problem. I've a simple animated VDB collider (2 fileds vel and collisionvel) Cheers Bertrand
  2. FLIP Stick on Mesh

    Hey guys, What is the best way to make FLIP reaaally stick to an object? Right now I'm using only the "Stick on Collision" option but it doesn't work as I expected. I've crancked up the normal value to make it move more drastically but It's getting unstalble. I guess this setup from Dave Stewart works better than the Stick on Collision only (i guess he's using both). It doens't stick like mud the the object but I'd like to know how it works as well, he says: "Grabbed the Pressure field values (Gas Field to Particle) and ran them through a POP VOP, also using the surface distance to reinforce the outer shell of the toy." how can I use the Gas Field to Particle? I know what it does but i have no idea on how to connect it with the object and trasnfer this velocities using a VOP POP. Well, any tips are welcome Thank's - Alvaro
  3. Hello, I would like to have some objects bouncing around inside a sphere. Is it possible to have the sphere geometry transparent but still act as RBD collider ? thanks!
  4. Hi people! I'm learning some things in Houdini to create HDA's for cinema 4d or export vdb's simulations to render in c4d. In this case, I want to make a smoke simulation but I have one basic issue that I'm sure it solves with a simple way. I have one torus emitter inside of a tube but the smoke doesn't respect the tube geometry, It moves through it. How can I fix it? Thanks!!
  5. Hey, I'm simply trying to fill up a cup (alembic file) with flip fluids. However when filling it up the fluid doesn't gain volume no matter what. I've increased resolution and collision resolution, a thicker geo is made for collision, volume collision with concave, reseeding is off, particle separation is on, substeps have been increased, different scales also been attempe, importing it as a rbd object instead of static didn't work either, radius scale was also increased. Here's the HIP file and there's a flipbook included of the issue inside the folder. Any help would be greatly appreciated! HIP File: https://1drv.ms/f/s!AgYVf5muAZXZ0QicYjQ3JzDI2hsN Flipbook: https://1drv.ms/v/s!AgYVf5muAZXZ0QxnGxP5OcFdS2QH (A side note, I can't increase the thickness of the collider even more as I'm also trying to get fluid near the cup which would interfere as increasing the thickness would interfere with that.)
  6. HOUDINI - Alembic and RBD (Beginer)

    Hi! I'm starting with Houdini, and I would like to know how to combine a cached animation and Houdini's RBD. I know that this question has already been asked on this forum, but as I said, I am a beginer, and I would need reaaaaly basics answers. (I don't know any one who uses Houdini so sometimes I have simple problems that I can not solve). So my problem would be : - I receive an animation made with maya. I export an alembic (or a cache, FBX? Is there a best way?). I import it into Houdini. -The animation works, but when I set it as a RBD solver (or FEM, or anything that has something to do with gravity), the animation doesn't work any more. -I heard on this forum about a RBD keyframe node, about "Use geometry Transform", but I'm really too new to be able to use these informations. For exemple, if I want to use this alembic (attached file) : it is a little sword, I want it to be breakable, and to keep its animation. How would you do this? I hope somebody will find the time to answer to my questions, thank you! petite epee.abc
  7. Hello I need to deactivate a passive collider at some point in my sim, and I can't figure out a simple way to deactivate it. I've tried groups, affectors, 'active value'. It's probably a simple fix, but the only 'hack' that I've found is to use a merge under my static object (merge with a null) and keyframe its activation between 1 and 0 Thanks in advance Bernie
  8. FLIP collision error

    Hello. I'm having a problem trying to make viscous FLIP fluids collide with an alembic mesh. When the geometry approaches the fluid, the fluid collides with some kind of "bounding box" instead of the object itself. I've tried different collision approaches, proxy volume, surface, ray intersect... I've also tried changing the Collision Detection method on the FLIP solver, and reducing the surface extrapolation. I can't attach example but I hope the question is self explanatory. Thanks in advance.
  9. RBD fractured plaster layer

    Hi! I have a RBD question. I have a sculpture covered with a thin plaster layer, and this layer has to fall. I have a sculpture as a concave collider, and the plaster layer as a concave fractured object. The problem is, during the simulation, some plaster pieces interpenetrating the sculpture. In the initial state, the geometries (sculpture and plaster layer) don't overlap, but it seems that some plaster pieces don't respect the collision geometry. I tried to subdivide all and increase substeps until 10 without solution. Any ideas to fix this problem? Thanks in advance! PD: I attach a simplified example. Prova_01.hip
  10. Hi, I'm having this issue with FLIP sim... one emitter, one thin collision object... and when the particles stay on top of the object they start to vanish I've enabled particle separation and stick on colision and also tried increasing substeps... The only way to reduce is just increasing the colider thickness... but It doesnt help me if I want for example a spoon, and the fluid to flow from top to bottom... flip_strange_behaviour.hiplc
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