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Found 21 results

  1. Hey friends, I have had a problem the last few months that I have not solved, so I figured I might post here for help. I am doing foot step simulation for a walking animated character. The character is supposed to be walking in snow. So I used the grain solver, and got some pretty awesome results. So I converted my grain simulation and exported an alembic cache of the ground mesh. Here is the problem: Because the ground is so huge, I only simmed a small segment of the ground mesh. How do I effectively combine my simmed ground with the non-simmed ground mesh? Something to keep in mind is the topology on my simmed mesh is much higher because more detail is needed for the foot prints. Any suggestions? (sorry about dupe posts, I cant delete them.) Thanks
  2. Hey friends, I have had a problem the last few months that I have not solved, so I figured I might post here for help. I am doing foot step simulation for a walking animated character. The character is supposed to be walking in snow. So I used the grain solver, and got some pretty awesome results. So I converted my grain simulation and exported an alembic cache of the ground mesh. Here is the problem: Because the ground is so huge, I only simmed a small segment of the ground mesh. How do I effectively combine my simmed ground with the non-simmed ground mesh? Something to keep in mind is the topology on my simmed mesh is much higher because more detail is needed for the foot prints. Any suggestions? Thanks
  3. 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
  4. Hello, I'm trying to get a logo to dissolve/disintegrate into sand. Like it is made out of sand and something is eating out the outside shell and the sand is pouring out. In the attached file I was first trying to use a geometry and use attribute transfer to set the force of a popforce. as I would like to use in the future a more random/noisy pattern. I'm not exactly sure if my expression is wrong, if my whole set up is wrong. I tried to look around for tutorials or thread but couldn't find any. Any idea, suggestion or links would be greatly appreciated. thanks bil Sand_Desintegration01.hipnc
  5. Hi all, I will be post all my sand simulations in this thread. All critics and suggestions are welcome.
  6. hey guys i'm properly having my chuddies rubbed here. I've got a scene where i have a simple walk cycle character. I'm trying to get him to crumble away but for the life of me i cant get the bloody thing working!!! I've tried putting a colour on the character, then a group with a few red points. then i'm using a small wrangle code from a yt tutorial to 'infect' outwards from those red points. I've tried this in the sop context and in the sop solver within dops and its biting my ass big time now. I cant understand what i'm not doing right. in the same scene i'm also doing the same trick with a sop solver and a pointvop for noise/colour this works ok but the character moves 'through' the 3d noise and those grains fall away - but i cant suss out how to lock that 3d noise down so it moves with the character as opposed to him sliding through it :/ can anyone help here? I'm at my wits end with sop solvers - i've a feeling i'm close but its that final tweak just to get it to work thats eluding me I've included a scene with the two examples/fails and my walk cycle alembic for you cheers ant GrainWalk4_using_infect_wrangle.zip
  7. Does anyone know's how to solve it? It must be simple but I just can't find a solution anywhere :/ Grains in Dop: Mesh in Sop: Thx again, Alvaro granular sheet - ripping it.rar
  8. Does anyone know's how to solve it? It must be simple but I just can't find a solution anywhere :/ Grains in Dop: Mesh in Sop: Thx again, Alvaro
  9. Good evening everyone! I'm trying to attatch my pop grains to a deforming geometry. I've tried seeing everything related to pop particles on the forums but nothing worked. Thanks for those who help !
  10. Hey guys, I'm testing some cloth simulation using PBD but couldn't find a way to constraint some areas of it. I don't want to constraint it to another object, just want to make those particles to be "frozen". Can someone give me some ideas about this? Thank you /Alvaro
  11. Hi, I was searching for a better way to simulate cloth like sails or flags and ended up using the grain solver. It gives me some pretty nice results compared to FEM. I also can pin some points down with a mass attribute but can't pin the stuff to an animated object. Any idea how to do this?
  12. Hello! I was wondering if some of you had a strategy to render high resolution simulations. For exemple, to render a high resolution smoke, can you render at a low resolution multiple times? Thank you!
  13. hi everyone i have a small issue here with my sand grains (wet grains) - i'm trying to get my mesh to collide with them but they seem to be jumping about a fair bit as the character moves. I'm not sure what i can do to adjust this jumping about does anyone have any ideas? playblast below to show you what i mean. I cant share the scene file right now sorry but the jumping of particles is quite noticeable here ip.mp4
  14. Hi, I am not sure what causes this weird render problem. I am trying to make the sphere deform the snow as it moves along. I started off with the sandbox shelf tool. I converted that using the VDB from particles (you can see in the photo below). Then I converted the vdb from particles to a polygon mesh using the VDB convert node. You can see the mesh in the photo. How come when I render it you see all the individual spheres? it clearly does not match the topology from the mesh. Not sure if this affects anything, but I am using the Non Commercial Addition. Thanks in Advance
  15. okay so i've got a little issue here... I have FINALLY (After 30 hours of twiddling) got a really nice fairly stable sand grains anim going that interacts nicely with my char. so i've got my node network which is a basic off the shelf grains upres... i'm trying to wrap my head around whats happening in setseed_adjust_scale attribute wrangle node but i cant suss it out anyway what i want to do is vary the scale of my upres particles making some bigger and some smaller. so in my head i drop in a new attribute wrangle node (circled red in the pic) and i add the following: float @pscale = 1; @pscale = rand (0.002, 0.006); and BLAM! my pc fan after 30 seconds nearly ran out the window screaming!!!!! Its done this twice now and just locks up hou and the pc! so i'm properly stuck here - i cant figure out how to vary the scale of those upres particles - they are all the same size Anyone got any ideas on how to adjust this? ta ant
  16. Hi all, i want to use grains but not use the basic sphere. i tried to get the RDB grains working but when i replace the sphere it doesn't take the new shape into account. using shapes like stones, or rice, or even beans. any why to to this? or should i just stick with RDB, instead? thanks A
  17. Hi, I'm trying to create a sort of sand-in-hourglass effect, where piles of sand accumulate over time from a steady stream. I'm using the POP Grains DOP to try to accomplish this, but the particles don't seem to want to stack. I'm relatively new with this particular solver so I'm not entirely sure what the approach is for accumulating piles like this. Can anyone point me in the right direction? Thanks!
  18. Hey guys, First post so go easy! But I was wondering if there was a way to convert the wet sand POP grains I've made into a volume by creating the vdb from the points generated by the sand? I've had a look around but can't really seem to find anything on it. I attached my .hip, its pretty straight forward, but the idea was to get the sphere to slice in half, but then recreate the geometry from the volume. Thanks split.hip
  19. Hello All, Been lurking for a bit since I started dabbling in Houdini, and must say am in awe of the level of genius on exhibit here! Houdini is still kicking my ass in so many ways, but I'm a glutton for punishment I guess, and looking for excuses to spend less time in Max. This is a simple setup that seems to work OK, but I'm curious if there are other/better ways of getting these 2 solvers to interact. Currently I'm using PopAdvectByVolumes on the Grains to transfer Vel from the FLIP sim, and building a collision SDF in a SOP solver attached to the Grains sim which then gets pulled into a SourceVolume on the FLIP sim. I'm sure this is nowhere near physically accurate, but it does look pretty neat, and can be improved by adding custom attributes on the grain points for wetness etc. Thoughts? --Dave DJS_ODForce_FLIP_Grains_Interact_SampleSetup.hip
  20. Hello, I can't seem to remove the grain particles crazy rotation that's occurring. Im just using the shelf tool as an example, and then copy stamping a load of spheres on to the points, once this is done, I notice the fast spinning of the individual grains. Does any one now how to remove this, and have a move physical rotation reaction to the sim? I've tried mass, friction but with no effect? Thanks. grains_rotation_problem.hip
  21. Hello Everyone, This tutorial provides a brief introduction to the POP grains solver or the new Position Based Dynamics which has been introduced in Houdini 14. There is also a simple tip on how to create the PLEXUS effect in Houdini towards the end of the video ( Go to Minute 43.00 for the plexus effect) The video covers the following topics - Setting up a Grain Source Manually setting up POP grains Adding Forces Adding collision objects Clumping Constrains Attributes to control Clumping and Constraints Modifying the attributes using VOPS You can download the file from the blog rohandalvi.net/blog/ regards Rohan Dalvi