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Found 27 results

  1. Hi So I want to make the smoke fill the spiral tube and I'm pretty close to result I've been aiming for but i've run into a problem I can't seem to resolve. At one point in the simulation smoke stops responding to forces and just follows the tube (attachment). My process of making this set up: 1. convert tube to volume 2. attract billowy smoke emitted from sphere to the volume tube (attract fluid) 3. add a curve force (curve was used to make the tube so it is in the middle of the tube) I've tried changing every paramiter I could think of but nothing helped. Anyone has any ideas? Smoke preview youtube Smoke_problem.mp4
  2. 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
  3. Add custom force to foam particles

    Hi all, Anybody know how to add custom force to foam? I try use popvop but it don't work. I check witewater solver, its looks like force always 0 when particles is foam. Thanks!
  4. Flat tank n00b - Why isn't my boat wake working?

    Hello! I'm trying to create the wake and white water created by a boats engines/propellers. I've made it work by adding forces from a PointVOP into a fluidsource, but as soon as I change the Particle Separation in the flattank_initial, it stops working. Also, when entering the node containing the plane from which I create the force, the perspective gets all weird. In the attached file the forces do not work. It's a super simple setup, but as this is my first attempt at Houdini, I'm stumped. Any and all help would be greatly appreciated. Attached: Workfile, Indie Limited-Commercial license. Tug_Sim_V06.hiplc
  5. Fluid Follow Curve

    is there away to control the force along the curve want the force on the end of the curve is much higher than beginning of the curve, iam using Cruve to drive it by curve force, btw curve is not converted to poly or Volume hipfile Fluid_Juice.hip
  6. Hey guys, I think it's easier to explain with this images: Basically, is there a way to apply turbulence to one of the sources only? I'm not even sure if that's the best way of using 2 emitters so any tips will be very valid Thank's multi.pyro.v1a.hiplc
  7. SOP GEO - FIELD FORCE - BULLET

    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
  8. H16 suction force

    Something I`m working on right now. Rendered with Arnold in C4D.
  9. FLUID FORCE NODE

    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
  10. 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
  11. 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?
  12. 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!
  13. Turbulent Collision Force

    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!
  14. 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
  15. 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
  16. 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?
  17. applying force to FEM point ?

    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
  18. 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.
  19. Flip Air Resistance Force

    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.
  20. POP forces and Bullet sim

    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
  21. 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
  22. 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
  23. Looking for floating object ideas

    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!
  24. steering large billowy smoke

    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
  25. 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.
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