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  1. Hi, I would like to know how to achieve and animate something like this in the first video https://www.behance.net/gallery/175765483/LOEHR-x-Spot-Studio? (Screenshot of what I am talking about below) In regard to 1/ which grain properties to adjust 2/ How to achieve clustering some grains as you can see on top - are these separate vellum grain objects set to different seperation rates? 3/ Would be nice to know how you guys go on about optimizing your grain sims.. I run an 12core i9 and it is struggling even with 200K points Much appreciated.
  2. Hello everyone, Wondering if someone has suggestions on how to achieve this level of details with Houdini? I tried with grains, displacement, geometry, textures... I can't seem to get it to look right. VDB's seem to be quite versatile to achieve some of the general textures and shapes, but the end results is always too round and soft. Looking for: - Fine powder - Sharp cracks and fractured pieces - Mix of smooth and crumbled / rough areas - Small random chunks Are there suitable techniques I am missing or out of luck for this level of details? Thanks!
  3. Hi everyone, Do you have any idea why is this weird jump happening in this super simple example? I mix the position in the dopnet, and the jump is happening when I animate the timescale. The particles somehow got pushed back. vellum_jump.hiplc
  4. Hi guys, In a Vellum grain sim, I would like several chunks (clusters) to interact, but not stick to each other. As you can see in the image below they stick after the collision. How can I fix it? According to the documentation, there is an option in the Vellum Solver node called "Ignore Neighbors in Same Piece": https://www.sidefx.com/docs/houdini/nodes/dop/vellumsolver.html I tried to use this option, but it doesn't work. Thanks for helping. Vellum Grain_02.hip
  5. Hello, Someone could explain why in my basic setup, the grain have still the same size ? I try to have some random pscale. Thanks vellum-grain.hip
  6. Hi everyone, Im trying to find a way to get the same sim result when I use a low and high number of grains. I have a deformed cube (my foam shape) that I want to break into 2 parts during the sim, and want to have tiny grains on the surface for the bubbles. When I convert my geo into vellum grain with a particle size of 0.05, and add a vellum glue constraint with a break threshold, I'm happy with the sim result, but once I'm lowering the particle size to 0.01 to get much more tiny grains, the simulation behaves completely differently, which is normal. I tried to use 2 sources, one lower vellum grain for the sim, and another one for the tiny grains only on the surface, and use a point deform node to constrain the tiny grains to the lower grains, but it's not working, especially when the grains split in 2 separated parts. And since the simulated foam mesh is a VDB converted to polygons, the topology change and there is no way to use a scatter node on the surface. So is there a way to get the same simulation with lower and higher number of grains? or any another idea I haven't think about to achieve this? Thanks
  7. hi, in houdini when ever i add grain and add some constraints between them (glue constraint ) i face problem that the grains rise up in Y axis infinetly. and to fix it i increase mass in those glue constraints by 8888888 mass which became too heavy on cloth, is there any solution or i missed up something. but when i take them in dop it works fine no issue.
  8. I have a pile of sand simulated with grain. I want to use the initial state for the sand and afterward use rbd to interact with the sand but the problem is, when I use the initial state nothing work inside the dopnetwork anymore. I think there a way to bring the grain data to another dopnetwork or I must do something else?
  9. Hi guys, I would like to know if there a better way to do this kind of powder stuff with a lot of detail (like the picture) than grain simulation because it's really heavy.. Thank you.
  10. Howdy folks! I've recently started looking into Vellum and I am currently trying to create interaction/collision between Vellum grains and Vellum Hair however it does not seem to come as easy as interaction between grains and cloth. I've used the same setup that worked with my grains and cloth example to make this setup however as mentioned above so far I've had no luck in making it work. I am sure that there is something very basic that I am missing here but I can't seem to find it. Any ideas? Screenshots of the setup(Sorry for less than optimal/clean node layout): Scene file as well as base model too if you'd rather dig into it. Vellum_Hair_Grain_Test.zip
  11. Hi everyone I dont know if is it possible in houdini vellum grain to increase the actual number of particles coming out of a vellum configire grain constraint? That way one can control how much grain is coming out the the vellum grain Thank you
  12. Hello friendly helpers, to make it short and maybe a bit more easy to understand what my question is - a few screenshots. I tried it self coded which works well with a grid. Deforming a box works fine with a ripple solver. When i put a box into the sin-wave wrangle - the box deforms completely to the x-achsis... I want to have a box of spheres, which behave like a sin wave over the whole box. The farest where i get my head is to have the spheres sitting on the x-achsis. But i need them as a box of spheres. It would also be nice if the spheres would collide between each other. I thought of doing this with vellum grains which worked actually pretty well, but in the end i got problems with forces. Is there any way to do this with vector force or velocity volumes? Or has my code the potential to fix it fast? ^^ Have a wonderful sunday btw
  13. Does anyone know if it's possible to use @pscale for vellum grain? I mean to create it on "Grain Source" and pass it to a "Vellum Configure Grain". To a "grain size" probably? Thanks. BK
  14. Hi all, First post on here on Odforce, hope someone can help me out. I've been using noises in the material network before to pipe them into parameters however; I got an unexpected result today. I've included a screenshot of the graph (just simple aaflownoise -> fit(noise,-0.5,0.5,0.25,0.35); -> roughness parameter) but got an extremely long and grainy render that was also a lot too light (the lightest frame I included). The other two frames are with roughness just set to 0.3 on the principled shader itself (The darker one has all other settings in the project exactly the same, the lighter one I bumped up the env light a bit). Feel like I'm missing something here. What's going on? Thanks in advance!
  15. Hello all, I'm attempting to combine vellum cloth and grains on the sop level but a few things look strange. When I merge them before the solver (like I've done in the past with multiple pieces of cloth) it looks like the grains add little square boxes onto the cloth mesh. I'm guessing these are the grain constraints but I'm not sure. Also, when I run the sim the grains stay above the cloth, never actually colliding with it. I assume the two things are related but I haven't been able to sort it out. Does anyone have any ideas? Thanks in advance. Vellum_ClothandGrain_01.hiplc
  16. Hi everyone, I hope you are all well during these times. I have a quick question to ask about texturing a re-meshed grain simulation. The UVs of the mesh change and thus throwing the texture UV space all over the place. Is there a way for to remesh the grain simulation so that the topology allows the texture to stick to the geometry? I can provide the file if it helps. Thank you very much, your time is appreciated.
  17. Hi; After simulating a "Vellum Grains", how can I create a surface (volume) from it? Thanks for helping.
  18. Hello! I'm doing a school project, and I have to create something like a slime mesh. The main problem I have, is that I get a lot of flickering when I try to mesh the vellum grain using the particle fluid surface node. The same thing happens when I'm trying to mesh flip particles. Does anyone know how to get rid of this flickering? I've been searching a lot but can't find an answer. Thanks!! StickyFluid.mp4 bloodRND.mp4
  19. Morning all, I've got a basic Grain RBD setup of a box filled with grains I would like to settle and then stop movement until a collider is introduced. I 've used a pop wrangle to deactivate the grains below a velocity threshold but would like them to be reactivated once the collider is in close proximity. I thought a simple SOP Solver with an attribute transfer would do the job but, although the spreadsheet says their active value = 0 - they are clearly still active and the SOP Solver appears to be overriding the POP Wrangle completely. Any suggestions on either why this doesn't work or a better alternative. Thanks basicGrainRBD.hip
  20. Hi, I have been trying to understand the operation of vellum grains for a few days, I wanted to make a falling sack with sand as on the sideFX side, but when breaking the material it explodes. Maybe anyone will be able to help me? https://www.sidefx.com/docs/houdini/videos/VellumGrains.mp4 adds a file can help something vell_with_grain_v3.hipnc
  21. Hello Dear Houdini Community, I have been trying for hours to solve this problem. I have a simple simulation with grains, the basic idea is when the particles touch the surface more often they stick to it. they do not do that, they all disappear to one point in the scene, actually always 0, Y value, 0. Can someone look at it? Sincerely, Tim grain_test_collision_stuck.hip
  22. Hi, I'm trying a stage on Houdini. A castle made of sand is moving upwards. After 25 frames the castle falls down and collapses. my question is that I want the castle moving upwards at one side and falling down at the other at the same time. Thanks for your help. testGrain.mov
  23. Hey guys, how can I use this target pins option? I have an animation in sops and I need the grains to be constranited to that animation. I guess the targetP attribute shouldn't come from Sops but I can't find a way to make it in Dops beased on that Sop animation. Any tips? Thx
  24. Hi everyone, my first post, newbie to houdini but diving in! ive been trying to find the best way to achieve the classic mars bar chocolate caramel bar being pulled apart in close up detail, where the caramel slowly tears apart with strands becoming longer and thinner as it gets pulled. kind of like the classic bubble gum on the shoe type thing. FEM ive tried fem, but couldnt get it to become strandy enough and then completely tear apart. love to know if i continue to explore fem that it would be possible to make this effect. GRAIN SOLVER?? perhaps the grain solver with some noise determing the glue strength so natural tears become apparent in the grain block as they get pulled apart? FLIP: VISCOUS FLIP viscous sim perhaps might work? anyone experienced think this could be the way to do it? im hitting lots of newbie dead ends, so any help on which avenue will actually get me the desired effect, id be much appreciative. J
  25. Hi I was trying to create an effect of cloth pieces sticking to an animated object on contact. However, it seemed to release and re-attach every substep. Sometimes, they "creep" on the collision surface. These are the goals I tried to achieve 1. Dynamically attach to deforming collision on contact 2. Dynamically delete the paper if they fell under y 0. (done, thank to Toadstorm's post 3. Make the attached points static (pin to animation?) if possible, to reduce calculation cost. Here I attached the hip I'm working on. test_vellum.hip
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