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Found 21 results

  1. Hey guys, working on a destruction peice and wanting to take the velocity from my charachter and put it into my bullet sim - So decided to try and use a sop geometry node to bring in the calculated velocity (from a trail and fluid source) - which is working perfect. But my sop force doesnt update each frame, its static - ive tried changing the expression from $T to $F and other things, not sure if its a limitation or if im doing something wrong? i will attatch a file but will be missing the geo but atleast you guys can see the setup Any help would be great! Thanks Destruction_v3_t2.hip
  2. Something I`m working on right now. Rendered with Arnold in C4D.
  3. Hello! Do some of you sometimes use Fluid Force node? I want to have my fluid having influence on meshes, and I cannot manage to set the node properly. If you use another method for this, I would be happy to learn it. Thank you! leafNdrop.hip
  4. hey, I want some curl noise to affect my flip particles which works. I also want only the actual vel streams to affect the sim. Unfortunately everywhere the volume box is present flip gets affected. An easy solution for this? Only happens when I add noise to the vel field. untitled.hip
  5. hi guys i'm trying to generate an exposion with a crowd of ragdoll characters - i have them walking to the centre of my scene then i use an expanding ball shape to blast them outwards. it sorta works.. its working quite well overall but from above i get this clear ring.. so is there a way to use a force instead to knock them outwards? I'm guessing it would be a pop force potentially but i cant seem to get that to work weirdly its like they dont affect the particles at the helm of the crowd sim?
  6. Hi guys.I've been muckin' around in Houdini Indie 15.5 trying to get a very simple effect of pushing apart fractured geometry in all directions from the center (or any point of origin actually) and so far not very happy with the results.I've used the suggested “Magnet Force” method but to be honest this doesn't yield an acceptable result for a true bomb force effect. The various force nodes in Houdini seem to merely generate singular directional forces which is also not desired. I am aware of the method to set up a network of points or a point cloud of sorts that then all have a point force on them to drive dynamics however this is a convoluted and inefficient method at best.The desired result is very simple. If you are familiar with Maya which also uses Bullet dynamics, you may be familiar with the Volume Axis Force attribute which allows us to perform what I'm describing in one fell swoop. This is what I'd like to achieve in Houdini.Any insight into successfully achieving a true and accurate dynamic behavior of a bomb force would be greatly appreciated. Thank you kindly for your time and thoughts!
  7. Hello artists! I'm trying to create an airfield alike effect but for geometry. Kind of like this effect : vimeo link Im also using VDBs for collision How'd you guys tackle this? Cheers and good work!
  8. Hello, I am new to Houdini and learning. I have a task to do for a client, who requires water to flow along curve just like Realflow DSpline. I am using POP Curve Force to achieve the curve flow but not able to get the turbulent motion. I am trying to achieve something similar like the link below: https://vimeo.com/146377194 Thanks Poojan
  9. Having an issue with a gap in my Popcurveforce node. Using a basic nurbs curve Circle. Sliced Arc seems to give me the best result but I'm still left with a little gap in the Influence Radius. Any ideas why? Thanks guys
  10. Hi Guys, I'd like to know a way to control different forces, based on some attributes. I find is very easy to control Pop Forces based on position or velocity or Cd attributes... but I want to have this control using for example Gas Turbulence or Gas Surface Tension to control my fluid... Imagine I have one liquid that is flowing along a curve and after TX > 5 it will increase surface tension and turbulence. How would you do that?
  11. Hi, I would like to deform an organic tissue using some force applyed to a specific point. I have some trouble explaining it so if you can take a look to the attached file It might help understand what I'm trying to achieve. On a simple sphere converted to organic tissue I'd like to have a point of the surface pushing toward a rivet placed on the other side of the sphere, thus deforming and pushing the sphere. Being really new to houdini I don't know if such effect is achievable and in what ways. If anybody has a clue on where to begin or maybe direct me to some similar post/tutorial it would help a lot ! Thanks
  12. Hello Community, Been looking and exploring nodes for a while now and I cannot find the answer to this problem. How to apply a force to an object in it's own local frame so even when I do rotate that object, the force is applied let's say in the y axis. To give you guys some context, I want to model a quadrotor, and have the guy have 4 propellers in which I want to put uniform forces to each of them to drive a point in the quadrotor. Then, by modifying the values of the propellers, I could eventually model it's yaw, pitch and roll with just forces and torques. But all the force nodes I seem to explore are in the GLOBAL frame and you apply it to the absolute y of Houdini and not to it's local y. Any idea how I can solve this?? Thanks a lot once again! Francisco.
  13. Hi guys, I having an idea on creating sort of a "split" effect with flip, which the particles will somehow randomly lost some velocity while traveling and drag a trail behind it. with this basic concept, I start with a sphere and turn it into emitter. Then I simply add an initial velocity on X-axis and what I got is a water ball travelling toward X-axis. I was expecting the particles will face some "air resistance" force and start to slow down. But it didn't. I tried with drag field or field force, but somehow I not sure if I didn't get the right setting, the result just not what I expecting. Anyone can give me some suggestion regarding this? Sorry if I asked a stupid question. Still getting into it.
  14. Hi everyone. I've come across a little hurdle, that I'm sure must have a simple solution, but I can't quite figure it out. I've created a simple scene to illustrate what I'm after (see attached). Basically I'm using the POP Attract force to drive the animation of my RBD objects (I'm using the Bullet solver), and I'm getting the result that I'm after. My predicament now is that I want to vary the effect of the force on a per object level. So in reference to the example scene I've attached, have the torus objects be less effected by the attract force than the teapot objects. Like I said, I'm sure there must be a simple solution for this, and I'm hoping one of you clever people can point me in the right direction. cheers! bulletAttract.hip
  15. Hi guys, Does anyone have a way of iterating through impact data inside a VOP Force DOP? I've created a bunch of points in SOPs that is pulled from an ImpactAnalysis node, and I need to access it from a VOP Force DOP. I've tried pulling the points into the VOP Force as a pointcloud, and I've tried using the GetAttribute node too, but they don't work with the "op:/obj/myimpactpoints" syntax. (Is it me or is that syntax pretty flaky? It's an endless source of frustration for me!) What I'm trying to do is use the impact data to generate some custom frictional ground forces for a wheel. I can calculate the forces easily enough and apply them in the VOP force, as long as I can get the impact data in, but I can't get it in there. Is it possible to apply forces and torques in a SOP Solver instead? Suggestions welcomed! Thanks, Andy
  16. Hi guys, I am studying Peter Quint classes 'DOPs Force 1,2,3' When I tested it after watching, I found Bullet and Packed object doesn't work correctly, I don't know why. Whenever I take small force to geometries by an Uniform Force DOP, some objects or whole objects don't move anymore after 50 frame. Interestingly, all them work fine to the 50 frame. I think this is a complicated problem because I can make them work correctly by using RBD or giving high value of force or setting low density of mass or not using Uniform Force DOP(Gravity DOP works correctly). I want to use Bullet and Packed geometries. What's the problem and how can I solve this? I attatched my Houdini file. Thanks! test.hip
  17. Genius Houdini Community! I'm having a hard time wrapping my head around something so I thought it best to ask the experts out there. We're about to do a project where a rigid object ( like a box or a tea kettle ) is floating weightlessly in a room. It is being blown around by wind and bumping into objects as it goes. What we would like to do is loosely keyframe the object for basic choreography and timing but have the dynamic object "follow" it, like a target. This way you get the benefit of having keyframed motion influencing the dynamics. Would a sop solver be the right way to go here? Field force? It's been a while since I used dops so any advice or examples would be appreciated. I'm sure there's an elegant solution out there but I'm just not able to think of it. Thanks very much!
  18. Hey guys, I have a large billowing smoke sim a wall of smoke from different sources. I need to steer the volume, like have it turn at a certain point. What is the best approach to steering or having thick volumes follow a vector. Right now I've tried guiding the smoke using pumps by making some geo that acts as a wall with custom velocity vectors to push to smoke around. It sort of works but the smoke expands a bit too much and doesn't really seem like its being directed, also seems to lose it's volume. any tips would be appreciated
  19. Hi guys, i'm trying to apply a force on the points of a geometry. So far i have a DOP network where i retrieve my geometry and its points, i give these points a mass and a velocity in my solver i'm coding. Then i add a gravity node. I read this article in the documentation : http://www.sidefx.com/docs/hdk13.0/_h_d_k__op_basics__sim_solver.html#HDK_OpBasics_SimSolver_ExternalForces that explains how to retrieve the forces in the DOP network but then how can i apply them to my points? Tell me if you need more informations. Thanks.
  20. Hi guys, I was playing with a sim, importing a vel field from a bgeo cached file and merging it with a cloth simulation, so the cloths reacts to the vel imported. Also the cloth has his gravity. All the networks works well, but then I tried to put a wind force, to move the cloth a little more, taking the vel not just from the imported field, it seems that the wind force overwrite completely the imported vel. I've tried to modify the force without any change. Than I've deleted the wind force and added a uniform force with a noise field and all worked fine. Why's happening?
  21. Hey guys, I am current working on a water explosion effect/large splash, below is a video of where it is currently at: https://vimeo.com/69691104 I pretty happy with the way it is looking at the moment, but as you can see it is hitting the edge of the container. Instead of re-sizing the container what I am wanting to do is kill/reduce the velocities as they get closer to the edge of the container and I want it to fade down over a specific area. I can kill off the velocities in a certain area using a pump object which multiplies the velocities it interacts with by 0 therefore resulting in a velocity of 0. However this happens very abruptly (as soon as it hits the edge of the pump object). So what I'm wondering is, is there any way to add a falloff to a pump object or drag force's effective areas? Thanks