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Found 8 results

  1. Hi everyone ! I'm having issues with the voronoi fracture on concave geometry. I'm trying to fracture a pillar which was created in C4D. To do so, I create a VDB and scatter points in it, then I use the Voronoi Fracture SOP on the base geometry. It works quite well overall, however on some curved concave areas the voronoi fracture fills the area, which I would like to avoid. I attached images to the post; on the second picture the darker parts of the fracture fill the hollow space. Does anyone know how to fix this issue ? Thanks ! PS I have not attached the .hip file since it's based on a heavy alembic file, but I can do so if necessary.
  2. A little experiment I like to nickname: 'Life as a VFX Artist'
  3. Hi; Is there a way to fill geometry with another one, without penetration? Thanks for helping.
  4. Hi; I would like to fill an animated (deforming) geometry, with fluid, and I want the fluid to flow out of gaps shown in the image below. Please take a look at my hip file. I tried several ways without success Thanks for helping. Test2.hip
  5. tarelkin

    Repulsionpak

    It is possible to make a similar effect with houdini? https://cs.uwaterloo.ca/~radhitya/repulsionpak/
  6. Hello all, I've hit a new problem, which is my object will not fill all the way, it stops when the emitter is under water. I've read on here that I could use the expand tool in the populate containers shelf, but when I do this it won't let me select my fluid. I tried another way of adding divergence, but I'm over my head as a new user. Here is a link to my scene file and the abc that goes wth it (attach it to the figure_geo). Dropbox - scene files If someone could please help me figure this out I'll be very grateful, I have a deadline for uni looming over me and I'm incredibly stressed out!
  7. Hello, I am creating sdf vdb volume from polygons. I need filled interior, because later on I will sample those values. However I would like to process my volume a bit, for example smooth, dilate etc. After those operations interior voxels are lost, only area close to the surface contains voxels. Is there a way to get those values back? Thanks, Juraj
  8. Hey guys, I'm trying to do a simple fill. I have nothing fancy, just a very simple scene of a box(emitter) emitting fluid inside another box (container). All geometry is closed and very simple. The container fills up and the fluids collides like I would expect, but as soon as the fluid reaches a fill line that is level to the emitter (in Y axis) the fill line stays the same. I was expecting the liquid would keep emitting and fill up the entire container until there is no more space left inside.. but it just emits up to the same level as the source, and will not rise any higher. I tried setting up the simulation and sources using my own setup I'm used to in dops, and then tried it using just the shelf tools for safe measure but the problem is still the same. Has anyone ever experienced this before?
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