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Found 7 results

  1. Hello, I'm starting to learn Houdini and following a course from PluralSight named Architectural Destruction, the final result is pretty much the same I need in my project, an exploding building with many different layers and materials. All the previous steps worked like a charm, however when I try to break one part of the building using a force I created, it behaves different from the tutorial, even configuring the constraints. Instead of exploding the area, like in the tutorial, it looks to blow the entire building at once, indepedent of the size or magnitude of the force, as the example below: Generating the force I have an attribVOP configured this way: And inside the DOPnet I have a geometryVOP this way: I tried to change the constants to reach the result, but with no success at all, is there any way to create some kind of falloff or decay for the force? How can I proceed? Any hints or ideas of what is going on? Thank you very much! Any kind of help is very appreciated !
  2. 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
  3. FLIP morph custom forces

    Hello everyone, I am trying to achieve a similar effect likes this by Ivan: On the sidefx forums, Ivan mentions that he creates two fields, one to attract the particles and one to keep the particles on the surface. I managed to create the force field to attract the particles but i cant find a way to create a field to keep the particles inside the geometry and form the shape. Any tips or help is highly appreciated.
  4. hey guys its just a quick question - i have a simple ball... quick vor fracture on it, remesh, make it cloth object. enable fracturing/tearing. I have it being crushed by another object and i was sort of expecting the piece to move outward as crushed but its not really doing that in fact it isn't really tearing either. Is there a force i can apply in dops that i can animate maybe that would try to 'expand' the cloth or push it outwards more so the pieces sort of rip apart and outwards if that makes sense? there's impulseforce i think but i'm not really sure what others i can use to try and urge this thing to split as its crushed? thanks! ant
  5. Hello, I am trying to make the sails and flags on a pirate ship blow with the wind (that is blowing in the -Z direction). But no matter what direction I put in the velocity parameter in the wind force node, the cloth only blows in the X direction. I thought at first the issue had to do with constraints or maybe one of the cloth parameters but I've played around with almost everything and I just can't seem to figure it out. Can anyone help me figure out what's happening? boat_resized.obj boat_flags_03.hipnc
  6. Hello, I'm new to Houdini. I am trying to get particles to follow a curve and end up filling a bottle but I cannot get the bottle to fill or the curve to work effectively. I've tried a bunch of different things but the closest I've gotten is with these two files. I used an OBJ of a bottle and turned it into a VDB. In the first file (particle_flow_v07) I used a popnet to get particles along with a popcurveforce to flow along a curve into the bottle. It looks like it worked ok but the bottle doesn't fill up all the way. I thought it was because they are particles and not flip particles but was unsure how to convert them to flip particles. In the second file (v13) I tried using a sphere as a flip fluid emitter instead. The particles follow the curve ok, some of them fly off the curve even though I increased the force of it; and the particles that end up in the bottle only fill it to a certain point then they just spill out everywhere. I tried modeling a funnel to get more particles in the bottle but it didnt seem to work. in v13 theres also a torus I was going to try to use as a sink object but I couldnt get it to work correctly. Any help or advice would be very appreciated. EDIT: So I tried a bunch of tests and I still get the strange purple collision box through my ground plane; not to sure what that is; maybe its the particles colliding with the ground plane? The particles flow along the curve beautifully so thank you for the tip about my particle separation. Particles are still leaking though my geometry and I have a bad feeling it's because of the obj I found online but I am still unsure. particle_flow_v13.hipnc Glass Bottle.obj particle_flow_v07.hipnc
  7. Animated Gravity Field

    Hi, I have a keyed gravity that affects a FLIP simulation (a box of water..), and I am trying to find how I can offset my gravity force to start with top particles down to bottom. Ideally I would have an animated box that would trigger the gravity effects on the particles... After a lot of research, it seems that I need to use the mask slot of the gravity but can't figure out more than that, as I don't see in the viewport any feedback for the scalar field and vector field. Help? Thank you!!!
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