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Found 103 results

  1. Greetings all, I am trying to figure out how to emit dynamic objects like particles. An example would be if I wanted to do a shell casing simulation, or something like in "Cloudy with a Chance of Meatballs" when bead (fem or grain solid object) could be emitted from a plane in the sky. I think this is what they are doing in the bacon example in the grains masterclass, but that file is not provided in the course materials. I have been toying with dops for a bit but I don't even know where to start with this. Would I use a multi solver? Any help would be appreciated. Cheers, B
  2. Wire constrained to two objects

    Hi! Having some problem here with wires eheh. I'm struggling for some time now to achieve something that first seemed so simple, but i'm really lost now! I'm animating an old style phone, with a cable quite rigid, and i just want to constrain one end to the phone (animated) and the other end to the base (fixed). I have it half working, but i can't figure out how to keep the cable semi-rigid... It just "break" were the wire points are constrained. And want the cable to "leave" the base nearly rigid, then deform, and be rigid again when joining the phone... Keeping the base and phone's orientations... (hope it makes sense, sorry for my english) I've search a lot, read and downloaded examples from tokeru wiki, tested all the constraints, but i must be missing something important... It works perfectly with gluetoanimation when one end is contrained and the other is free, but as soon as i try to make the base's end to be also constrained, it doesn't works... Does anyone have some kind of directions? (You can see in the attached video that the base is "breaking" while the other end seems good...) tel_cable.mp4
  3. Hi all! I have alembic file from Maya and something wrong with it. If I rotate it in SOP context with attribute wrangle node or transform node rotation is okay, but if I rotate the same geometry in DOP it fluttering as if pivot is offset. I think it is on the Maya side not Houdini. The question is is it possible to fix it in Houdini? Or only to take back in Maya? I tried in Maya though but I didn't find a way to fix this geometry for proper work in DOP. abc_test.rar
  4. How to Visualize Wind Force DOP?

    I want to be able to visualize a wind force with noise I'm using to make a FEM object with branches sway in a DOP. I tried to append a vector field visualization DOP and a scalar field visualization DOP. I can't get either of them to show up. I'd like to be able to display streamers that represent the wind, so I can adjust the size of the noise settings. Has anyone gotten this to work?
  5. Inside DOP cluster grid source

    Hi Friends, I need your help!! I'm playing with DOP, trying to understand it and feel comfortable working with data.. I come across one issue that I have trouble with.. Is there a way to create cluster grid inside dop? The problem is that I need to timeshift whole range to get initial data for clusters.. Here is the hip file, you can take a look.. I would appreciate some extra feedback about the way I approached with this setup.. I'm I doing something wrong? Thank you!! Regards, M in_dop_clustering_help.hipnc
  6. fetchdata DOP

    Hi, I wanted to know if the 'fetchdata' dop can be used to fetch the data from outside the dop. I'm trying to fetch a cached particle simulation into my pyro sim but for some reason it cannot fetch the data outside the pyros DOP. If the particle sim is in the same pyro dop then it fetches the data.
  7. Hey all, I'm super new to Houdini with a background in game development. I was going through tutorials on pluralsight and I'm loving it so far. So I've been expanding on the content and diving into Vex, and I hit a snag trying to run a Solver that changes generated point colours, because I wanted read from and modify persistent data on a separate point outside of the solver network. I simply created details on the point in an Attribute Wrangle in dataHolders and thought it would be easy to read and write to them from an attribute wrangler infectedPoints in the solver. The problem is the vex script in the attribute wrangler can't actually read the details ie: int pointsVaccinatedSoFar = detail("../../../dataHolders/dataHolderPoint","pointsVaccinated",0); int maxPointsToBeVaxxed = detail("../../../dataHolders/dataHolderPoint","maxPointsToBeInitiallyVaccinated",0); printf("points Vaxxed so far: %g\n",pointsVaccinatedSoFar); printf("points Vaxxed so far: %g\n",maxPointsToBeVaxxed); The font node pulls the details properly and prints them. But the printf always yields 0 when maxPointsToBeVaxxed should be 10. I'm guessing I'm breaking some kind of data context/scope protocol in Vex buuut I don't know enough about Houdini yet to really understand what's going on if that's the case. Or I guess I'm not using detail() properly, or both Any help would be appreciated! I'm using Houdini Indie so if you guys can read it I can upload the .hiplc file. Thanks!
  8. Curve Force on Cloth / FEM

    Hiya, How does one get a curve force or other such custom force into a cloth sim? Trying to push some cloth grids along a custom velocity field. I found this setup but it doesnt appear to work in H15 Cheers
  9. Probably a very noob question... but what are the differences and benefits of the two ? They both run a simulation over a SOP network... are they any different in what they can achieve ? Thanks! J
  10. Im trying to connect an apply data to a sop solver (even the documentation page of the sop solver says that one of the most common inputs is the apply data node) but no matter what I always get a "Connection to input 0 is the wrong type". The only solution I found is to go through a multisolver node... which is fine but I wish I could understand what's wrong with connecting an apply data node directly to a sopsolver ?? What I would like to do but returns error (despite documentation): The solution I found: Thanks! J
  11. Bullet and Flips collisions?

    Hi, Can someone please help me confirm is bullet is compatible or not with flip simulations? I set up a simple packed geo as a static object for a flip simulation. The geometry collision is properly calculated as convex hulls… (image1) But as soon as I run the sim this weird shape appears (image2) It is like if the flip sim automatically converts the collision geo into a weird resampled volume. is this true? Would this mean that the flip solver will automatically convert the packed geo into a volume? Feel free to look at my set up… I simplified the scene to run a test. (the hip file is attached at the bottom) bulletandFlip.hiplc I also added this post in SideFx forums as is driving me crazy trying to figure the solution... I have figured a work around transforming my collision geo into volumes and then just using regular static solver but I would like to have a clear answer about what is going on here...
  12. Hi, Can anyone shed some light on how to use the gasBlendDensity microsolver? I haven't seen a working example of it anywhere. Here is an example scene with the fields setup, trying to blend between 2 volumes. gas_diffuse_blend_example.hip Cheers
  13. Hi I'm new to Houdini and recently I've been getting into DOPs. I have a question I've been trying different things out in dops to see how they work, been playing around with the "Gas Match Field" node and found that it works quite nicely when both fields you are supplying the node with are from the same object Like on picture 1, both the "myField" field and the "heat" field are part of the same object and the node works just fine But what I can't figure out is how to make the node work when I'm supplying it with fields from different objects. On picture 2 "myField" is part of an empty object and the "heat" field is part of the smoke object, I tried to reference them via their paths like on the picture 2 but unfortunately it doesn't seem to work. Does anyone have any insight into why this may be, I can see how referencing field from different objects can come in handy not just for this scenario.
  14. Water drop splash

    I know that houdini 16 have cool water drop splash system and there is few tutorials about this kind of effect but maybe someone was trying to achieve this kind of splash when fluid drop falling down and collide with static object, not with the tank like usually on tutorials? I'm trying for two day create this kind of effect usually adding some forces but it is flat :/
  15. Hello everyone, I've been getting into DOPs recently and i just cant figure out something. I have a SmokeObject and an RBD object. They are both plugged into the Pyro solver. The smoke has a collision relationship with the RBD object, and the Pyro solver's option "Temperature Merge" is set to "Collision Interior". In order for the "Temperature Merge" to happen the RBD object has to have a temperature field. Now what i want is for the RBD object's temperature field is to be just like what the smoke's temperature is but subtracted by a number so that the RBD object is always cooling the smoke. I've Created a fog volume that consists only of value 1 voxels inside the RBD Object and value 0 voxels outside of the RBD Object. I'm planning on using this as a mask for the smoke's temperature field (multiplying these two fields) and then lowering the value for all the kept voxels. Now i don't know what is the best way of achieving this but i thought that I can bring in the mask field (the only 1 or 0 field) into the dop network using the "Sop Scalar Field Node" and then extract the temperature field out of the SmokeObject using the "Fetch Data Node", wiring these two into the "Gas Calculate Node" and then blending and doing post subtraction in there. I don't even know if that is the right way to do it, but anyway once I connect the scalar field (the temperature mask, brought in from sops) into the gas node everything is ok. Once i plug in the data (SmokeObject's temperature field) into the gas node it reports an error saying that the connection to the fetchdata node is the wrong type. How could this be? Both the "SopScalarField" and the "FetchData" nodes output data, how come that the gas calculate will accept data coming from the "SopScalarField" node and not from the "FetchData" node ? I've been trying to resolve this for a while now, if anyone could help out it would be greatly appreciated
  16. Hello, The effect I'm trying to create is a dragon fire effect, However since I've added new translation to the particle emitter and and container the simulation no longer runs correctly. I believe this is to do with the individual DOP networks yet I'm not sure. Any help would be great since I've been stuck on this issue for some time Thank you Dragon_flames11.hipnc
  17. Hi there, I'm trying to control flip particle count per voxel. The idea is to evaluate particle count per voxel on every step (Gas Particle Count) and then analyze the pcount field.. If pcount > n - delete some of particles (pcount - n) to make n numbers. And if pcount < n - add (n-pcount) particles. Any help is highly appreciated. Thanks,
  18. Hey. I have a problem with overwriting values from wire object in SOP Solver. If klinear parameter (Linear Spring Constant) is set to 300 in wire object and then I'm writing inside sopsolver in point wrangle @klinear = 300; just for test, then my simulation looks different, less stabile (?). Why is that happening? This is the same value so it should be the same sim. I was trying to put sopsolver before and after the wire solver and there was the same situation.
  19. Particle rotate based in friction

    Hi guys I have a question that is breaking my headoff. I have a simple set up, I have a ground to collide and is scattering points in the surface , based in the distance threshold of an animated geo, I created a group based in an attribute, also have the N and v set up. From this group I'm creating particles to simulate some kind of debri left behind of the falling "rock". The particles when are born they rotate until they hit the ground, but not when are falling or "sliding" in the surface of the ground. I have a POPGraings that give me this nice falling/sliding look. Any idea on how to get the particles rotate based on the friction or contact with the ground surface? Thanks for any idea you can give me
  20. Hi guys I have a question that is breaking my headoff. I have a simple set up, I have a ground to collide and is scattering points in the surface , based in the distance threshold of an animated geo, I created a group based in an attribute, also have the N and v set up. From this group I'm creating particles to simulate some kind of debri left behind of the falling "rock". The particles when are born they rotate until they hit the ground, but not when are falling or "sliding" in the surface of the ground. I have a POPGraings that give me this nice falling/sliding look. Any idea on how to get the particles rotate based on the friction or contact with the ground surface? Thanks for any idea you can give me
  21. I'm scratching my head over this issue. My FEM object is slipping through the animated Static Object slowly as it spins. The Static Object is set to "Use Deforming Geometry" and does not act as expected. FEM_slipping_through_StaticObject_slowly.hipnc
  22. Hi, I'm wondering how to go about creating a static shape of a stretched cloth/rubber sheet. Something like this: I've got an overly complicated version working where a set of points are constrained to primitives belonging to another geo but I suspect there is a way define pinned points and everything else is under some stretched force? Maybe initial state or rest geo is just a smaller version of itself? Thanks heaps!
  23. 【i'm not good at english】 there are some attribute on particals in dop, i want to transfer these attribute to other points that particals hit on in geo . How to do this? Please tell me the core node, or give me a exmple. Thanks. 【i'm chinese ,so you can ignore the following content】 怎么让dop里粒子的属性,传递到geo里的模型上?原谅我是新手…… 求主要节点,或者例子
  24. DOP Checkpoints disable simulation

    Hello everyone, so we finally got the full FX license for Houdini and I merrily went about rebuilding a setup that I built in the apprentice version, some FLIP shenanigans. The apprentice version wouldn't simulate when I enabled checkpoints, I thought that was so you can't simulate in apprentice and use the cache in the full version. But now I've got the paid license and the problem persists. I set up the checkpoint file name but no matter what interval or trail length I set, all it ever does is simulate frame 1 and write it to disk, then stop simulating the DOP network, showing me memory cache blue in the playbar and just playing the animation. I'm stumped. Is there anything I'm missing or is it a bug in H16? Any help is appreciated. Thanks in advance Paul
  25. Impact Glue interaction

    I am struggling to architect what I have in mind and it may be quite simple but... somehow I just don't get how to connect the dots. Attached is a file with a fractured sphere (thin shell) and a small obstacle inside moving fast, I want to break/weaken the glue constraint based on the impact data (may be after a certain force of impact. At the moment the sphere gets moved around by the obstacle, instead the sphere should break on contact with the bullet, but not against the floor. Thanks in advance. PS. All the elements inside the attached scene are using the shelf tools, specially confusing is the ImpactAnalysis. impact_glue_interaction.hip
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