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Found 14 results

  1. Hello, I'm trying to create an effect very similar to the one in the reference video, where particles move through this channel and creep over this bubble. I tried different approaches like vellum grains, regular particles and came closest with the lava shelf tool. But then the individual particles are not touching the surface of the bubble and the overall movement of the particles looks too much like a fluid. I actually want the distance between the particles to stay constant. I think some PBD approach would work best, but can't quite figure it out. Any ideas? Thanks in advance. J NanoParticleEffect.mp4 190524_NanoParticles.hiplc
  2. 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
  3. 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
  4. Hello guys, How can I attach a rigid body object to a piece of cloth? I'm a bit lost on this. I tried cloth and also pbd with no success, now I have no idea on what i should try. There's a file attached (using grains). It's a starting point if anyone can give it a try. Cheers - Alvaro rbd.to.grains.v1a.hiplc
  5. 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
  6. Wanted to share a fun technique for emitting curves with stringy behavior using pop grains. It's fast and stable so you can simulate many strands interacting together. Using the explicit constraints feature of popGrains, primitives that constrain the points are made on the fly during each timestep in a sop solver. Hope this is fun and/or useful to some of you Link to render and hip file: Vimeo Link -Nema emittingStrands.hipnc
  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
  8. 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?
  9. Hi everyone! I would like to share our student short-movie, we done all the FX with Houdini and some render as well. (PDB, RBD, Smoke, POP Particle) link : https://www.youtube.com/watch?v=7HS6V0S7YbM We would like to thank again all the people who helped us accomplish our goals and make this short film. Without them we would never had won so many prizes (12 nominations, 3 prizes, broadcasted on canal+ & Futuroscope)! Thank you to OdForce, Houdinimatic, Houdini Forum and a huge thank you for the free licences that were provided Houdini We would never be able to do this movie without you! Fell free to share it !
  10. Hello, I would like to know if that approach is possible using PDB and the new grain solver: 1. Create a Granular solid from a VDB animated mesh and make all the grains move acording to its deformation and position. 2. Break some of the constrains so that some particles will no longer follow the VDB mesh. Thank you!
  11. Hey guys working on a snow simulation setup for a student film for second year of my University course (University of Hertfordshire) - Been working on some rnd' and so far happy with results but was wondering if anyone had any idea how to get rid of the crazy/flying like particles in my walking man RnD' - Wasnt sure if more substeps/ constraint iterations / or if their was too much force from the colliding object to the snow - will provide a scene too! - SNOW RND - SNOW WALKTHROUGH TESTS (For the shot in this the sim itself may just include dropping the snow ontop of a building for nice placement and not any actual interaction once stable so these tests maybe slightly uneccesary but would be nice to gage a further understanding!!) Will provide both houdini files if asked, LEFT TEST; 1.4 million particles upressed to around 14million at render time Constraint interations - 40 clumping stiffness - 40 Shock scaling power - 0.8 static threshold - 0.5 scale kenetic - 2 RIGHT TEST; 168,000 particles upressed to 4.2million (bit excessive in the upressing) Constraint interations - 65 clumping stiffness - 40 Shock scaling power - 0.8 static threshold - 0.5 scale kenetic - 2 - thinking possibly my scale kenetic attribute is causing the excess velocity/movement on impact (was testing more constraint interations vs higher particle seperation (more particles) which is more efficient ) - HIP File provided, - Alembic geo file too - https://www.sendspace.com/file/8flg0v RnD_Snow_Walkingthrough3.hip
  12. Hi! I'm having a problem using PBD when it collides with an imported animated geo but not when I'm using an animated geo created in Houdini. Dunno exactly why particles are just shooting out with one and not the other. I've tried converting the geo (alembic and chached out as bgeo) with an Iso offset, a VDB convert from polygons and end up using the Deforming Object shelf tool. I've tried incresing the substeps, increasing Constraint Iterations and set Scale Kinetic to 1.. and still nothing. I've run out of ideas and can't find a solution anywhere. (I know it explodes the 1st frame, but I'm not worried about that ). I've attached a HIP file (H14) and some previews. Any help would be nice Thank you! sandWalking_test_houdiniGeo.mov sandWalking_test_importedGeo.mov
  13. Hi all! I'm trying to do a PBD sim of a character who's body turns into sand over time. My problem is that I'd like the sand as it falls to collide with the moving body but obviously the parts of his body that have turned into sand should no longer be collided with as they are no longer there. This poses a big problem that I have not found a solution for. How do you have a collision object that's topology is changing over time? Houdini cannot interpolate between frames where the point count/order changes which makes complete sense but what is the alternative? Can anyone offer a solution or alternative approach for me? In the attached file you can see the spread (in red) where the character is turning into sand. The parts that are not red need to remain as collisions. Thanks so much!
  14. Hi guys, this is my first post here in OdForce, and let me just begin by saying that it's an awsome community! I'm trying to do a soft body simulation of raspberries falling and hitting a surface, thought I'd give a shot to the new Solid Grain object, mainly for it's speed. Right now I have one raspberry falling and my problem now is to duplicate the object so it look it's raining fruit! I've already done this with RBD, FLIP object etc with success, but I can't seem to make it work with PBD. Anyone has any pointers on this? Thank you so much in advance! PS: attached a basic scene file with a sphere instead of the raspberry! fuit_rasp_pbd_example.hip
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