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  1. Hi guys, I need to apply spin to the Vellum objects, so I add a "POP Spin" node inside the solver, but it doesn't work. How can I fix it? Thanks for helping Vellum_Spin.hip
  2. My popular Custom Velocity Forces class just got UPGRADED! Previous students enrolled should already see the updates now. For new students you can enroll here: Learn more Thanks for the all the support everyone! Updated promo video for the class:
  3. I have a FLIP sim and need to art direct some of it and I can't seem to figure out how to push (or pull, guessing the difference isn't a major issue) one side of it in a cone shape. Also I'm hoping reseeding will fill in any weird holes that would maybe start to appear as a static "lump" of water is forced out by the cone? I would upload my .hip and explain my whole project but it is HUGE and currently a major headache I'm trying to sort out myself in the spirit of attempting to learn this beast called Houdini! Thanks in advance for any help. Nick.
  4. How to add sine force field to vellum? thanks!
  5. Hello As a Houdini noob i would appreciate any comments or hints on this: How can i apply a force for every balloon pulling against the direction of its string? I'm sorry for the messy setup, i'm still learning a lot. (i wasn't even capable of going the "for each" route to setup the initial state of the geometry...) BalloonTree.hipnc
  6. I've looked through a lot of tutorials. It won't solve I want force to affect 5 frames and run on 44 And more constraint is lost than is desired force.hip force.hip
  7. Hello Everyone I noticed that many parameters have a "Use VEXpressions" checkbox and i try to understand them. In my example i would like to remap the mass of the pieces by VEX. Preferably using a Ramp! And all that inside the local VEX of the POP Force :-) So that there is a better distribution of pieces in Y. I can't make it work... should it?
  8. Hi there, I'm trying to learn vex, but I've run into a bit of trouble with the RBD solver. My goal is to apply forces to individual points on a model, and have the model respond appropriately. My first assumption is that I would use a bulletRBD solver to accomplish this, along with a POPForce node. However, this applies force to the center of mass of the object, which is fine, but I also want some rotational values as well. For instance, if I have a cube, and I apply force (0, 10, 0) to verts on the left side of the cube, and I apply the opposite force (0, -10, 0) to verts on the right side of the cube, I would like to see the cube spin. I know I can manually edit the @w attribute to add angular velocity, but do I have to calculate the angular velocity manually to make this work? Thanks for your help.
  9. Hi there, I'm trying to acheive an effect in vellum that blasts holes in preTorn cloth. I'm relatively new to Houdini so have been following the Applied Rigids V where I created nice impact blasts of particles along a curve every 4 frames, but I really want a way to apply that force/velocity to my cloth. Any advice, ideas or alternative approaches would be greatly appreciated! Huge thanks, Al
  10. Hello; In a vellum simulation, I tried to move a "worm" by applying some forces to it, inside of a "SOP Solver". So I tried to extract the velocity from a "bend" animation, and convert it to force, to move that worm. The problem is it applies that force just once. How can I fix this (or is it the right way to apply motion to a vellum object)? Thanks for helping. Anim_Worm_01.hip
  11. Hi everyone!!! Started to study houdini. I have separate elements with velocity setup as I want, but couldn't find a way to add any one of them to drive flip fluid. How can I add a velocity of the mesh or curve or the volume to the flip fluid? Or maybe someone can share a tutorial about how it works? In the end trying to create a chocolate swirl or vortex. Thanks.
  12. Hey dudes, I'm trying to build a simple smoke solver from scratch to understand more how they work. I created a simple setup with density, temperature and buoyancy. Now I want to add a second velocity volume as a force to my simulation. But when I add the force, the velocity is increasing massively in a few frames. I have to mix my force with the existing velocity but I don't understand how to do this my_solver.hiplc
  13. Hello, Can you please help me? I have a custom vortex force and I would like to apply it to vellum solver. How Can I do that? Thank you Gabor
  14. Hello, For some reason I can't get imported forces to affect an rbd sim when there is an active object constrained to a static object with simple glue. Even when the glue strength is set to minimum and the force is considerably scaled up, there is still nothing happening. The sim works fine if I remove the constraints between active and static objects and only keep the constraints between active pieces. I attached a simple setup below with the two configurations. Any Idea why the one with inactive objects doesn't work? Thanks. force_test.hipnc
  15. Hi everyone, I got a flip sim with a hero object Floating on top of it. Now I want to make sure, the object floats but kinda stays on a specific spot. So I used the rest Attribute and subtracted to Position from it (in the dop net). If the distance is getting bigger the force should increase as well. Unfortunately the force is pulling the object to the Center of the Scene. Maybe any quick solution for that? Added a supe rsimple hip file heroforce.hiplc
  16. Hi, I have a basic DOP setup with animated RBD bullet, glue/soft constraints, and a magnet force with metaball in sop geomtry. I am looking for the right way to have the metaball animated in space, to follow my animated rbd object. I have tried animating the metaball using external sop or in the sop geometry but when simulating only the first position of the metaball is used. Thanks
  17. Hi; How could I apply velocity force to an ocean fluid, using an animated geometry? (I think I should use volume, but I don't know how). Thanks. OceanApplyForce_01.hip
  18. Hi guys, I had a problem while compositing my project. For some reason, around my object, on PyroSim there is a transparent strip that does not look beautiful. If I render each object separately, then I have this empty space (screenshot1 and screenshot3), if smoke + object in one mantra render, then everything is fine (screenshot2). But I need to have them separately for compositing. Here are screenshots of my render settings (object - spacesip and PyroFx - smoke) I would be happy for any of your advice, I see that there are a lot of cool guys here who know the houdini like their 5 fingers Please forgive me for my english
  19. I have a feeling this might be a dumb question, but I have been stuck on it for a few days now. Or maybe not so, as I've been looking countless treads here, but none really solved my problem. I've got a really simple setup, pop curve force guiding some rbd objects (I also tried doing it with points and copy stamping after sim to the same result). At a point in the sim the vectors start to point outwards: What I would need is for their direction to be always facing forward as they are at the start: I've had some luck with using pop torque, but still not what I need. I've attached an example file and the curve alembic. RBD_Directional_Vectors_Curve_Force.hip curve01.abc
  20. hello! I am having trouble making gravity work in two directions. Basically the world is a tube and I want objects to magnet/have a gravity like force along the Z and Y axis but not on the X axis. I attached my hip file and a picture. Any help would be great! Thank you! tube_attractor.hip
  21. Hi, I am currently creating a simulation with flip fluids that are affected by a vortex force. I need the velocity/lift attributes to be animated independently throughout the simulation, though no matter how I set the settings for either the sop geometry, or vortex force operator, the values will not change throughout the simulation. What is the proper method for animating these attributes for use in dops? Thank you,
  22. Hello, I'm new to houdini and I'm building a watersim which creates a wave. At the moment I'm using a box as a pusher and a initial velocity to push the fluids in the opposite direction. But I'm looking for a way to only move the water below the surface. Maybe some sort of box in which the fluids below the surface are pushed towards the pusher. Does anyone know a easy way to achieve this? Thx! Wave_v05.hipnc
  23. Well, I went out into the RBD Constraint Forest Unprepared, and now I am lost in the woods. Any help would be appreciated. I'm trying to do something that should be fairly simple, and most likely is, but I don't have the combination to the Houdini lock to get the setup to work. In the example file I have an rbd box that has 10 faces per side that have been made into unique faces. They have glue constraints holding them together and are a rbdPacked object in my dopnet. There is a low rez smoke sim that pushes this rbd box into a collision sphere that is above it, and when the geometry collides with the sphere, some of the glue constraints start to break. All I wish to do is apply either a gravity force or a popForce to these rbd pieces that have lost their Glue constraint. I want the main chunk of the rbd box that still has a bunch of pieces glued together to keep on moving with no gravity or popforce. I might be trying to go about this the complete "wrong" way since I have very little experience with Glue constraints, But I see data in the geometry spreadsheet while in the dop net called ConstraintGeometry and this has a primitive group called "broken" which contains the glue constraints that have been broken due to collision. I would think I would want to try finding out which rbd piece that broken constraint belongs to and then use that to create an "applyGravity" group of rbd pieces so that I can do what I want to do. I just don't know how to do this in dops. Is this something that needs to be done in a sopSolver or geometry wrangle or....? I'm not to familiar with how to read data from the ConstraintGeometry and apply it to the Geometry data. When I middle click over my rbdsolver, it shows the main rbdpackedobj1 with Geometry and then CosntraintGeometry below it. They are like separate entities and I'm not sure the best way to get access to both in one node, if this is even the way to do it.? For example if I change a geometry wrangle to point to "ConstraintGeometry" instead of the default "Geometry", I can then read and manipulate data on the ConstraintGeometry, but then don't have access to the main rbd "Geometry" that I am use to normally working with. Like everything in Houdini, there are probably dozens of ways to go about this, I tried about 20 yesterday, without ever getting one to fully work. I ran out of search phrase ideas to try throwing at google after about the 6th hour of searching. Maybe using some of those copyData and applyData nodes would get the ConstraintGeometry data onto the Geometry stream so they can both be read in one wrangle or maybe that too is a completely wrong direction to take. I don't want to speculate any further since you could try things for a week and not get it to work if it just isn't the right approach. I love Houdini for its vastness and unbelievable tool set, but man, it can destroy you if you don't know how to do what you want to do, and can't articulate it well enough for a search string.! Thanks for any help. E rbd_constraints_v01.hip
  24. hi, we have created a dynamic car rig where there is main body and 4 wheels constraint with conetwist, which works fine if i apply a pop force. the car moves and wheels rotate and do obstacles bumping, so far so good. the pop force with multisolver apply force on every object in the simulation. which is annoying. now we want to apply the force only to the body to carry the motion along. how do we do this???
  25. Hey, I have a sim of a roof being exploded. The tube you see is providing velocity to push the chunks outward. I am using a field force and I am using velocity from my tube as the force attribute. For some reason, the field force only affects small chunks, as outlined in the photo. If I go to my packed object (the roof) I can change the density from 1000 to like 1, then finally all chunks are affected. That creates another problem because the smaller pieces move like 20x faster than the larger chunks. I suppose I could use @speedmax or a pop speed limit. My main concern why does the density affect field forces velocity being added? Why is it soooo extreme (because the smaller chunks are not that much smaller). I tried treat as wind in my field force, but that does not help either. Is there a better way of doing what I am trying to accomplish? Thanks
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