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Found 156 results

  1. Hi guys. I have a problem adding wind force to RBD Instanced Simulation. As far as I use only one force gravity or wind everything is ok. As soon as I apply second force something wrong is going on. For example, my leaves flow in the air and small ones act like crazy and fly very far away. Only thing I notice that everything was going fine, until I added pscale attribute to my copy stamp node. Maybe I'm doing it wrong and it is messing with DOP. Best Regards, Tom
  2. Mike Stoliarov FX artist reel 2017

    Hi! There is my fresh demoreel.Houdini, Maya , Real Flow.
  3. Looping Fluid Simulation

    Hi I made a water tornado, the movement is just like a tornado, rising from ground but I used flip particles and the pop axis force to generate the orbit and lift force. After a certain frame, I would like to let the simulation loop but without increasing the height of the water pillar. Basically, the pillar stops rising but the flip particles still behaves dynamically. Is this possible? How would I go about doing this? Thanks
  4. Hi guys! I have a question, and problem for my, the question is that I'm burning a simulation of simulation of Pyro, but Houdini crashed in the middle simulation, the problem is how I reload the simulation in the point that houdini crash? Thanks, I sorry my english no is very good:)
  5. Hi I'm new to Houdini and recently I've been getting into DOPs. I have a question I've been trying different things out in dops to see how they work, been playing around with the "Gas Match Field" node and found that it works quite nicely when both fields you are supplying the node with are from the same object Like on picture 1, both the "myField" field and the "heat" field are part of the same object and the node works just fine But what I can't figure out is how to make the node work when I'm supplying it with fields from different objects. On picture 2 "myField" is part of an empty object and the "heat" field is part of the smoke object, I tried to reference them via their paths like on the picture 2 but unfortunately it doesn't seem to work. Does anyone have any insight into why this may be, I can see how referencing field from different objects can come in handy not just for this scenario.
  6. Pyro Clustering Tutorial

    In this tutorial we will go over how to set up optimized pyro clustering with oriented DOP containers in Houdini given a piece of geometry moving through a scene. This process will lower simulation time and be more efficient when saving to disk because there are fewer voxels. Link to Tutorial -> https://gum.co/TqUNR The tutorial is free though, if you feel like giving me some support I'd be grateful !! We first go over how to get things set up quick and easy and in the second half of the tutorial we make further optimizations using VEX. We'll look at how to rewrite cluster points to do exactly what we need it to, which includes rewriting the resample sop using VEX. An intermediate tutorial for those looking to speed up their pyro workflow and learn some VEX. Includes the scene file! Hope to see everyone leveraging these optimizations in the future and squeezing in those extra few iterations before deadline! You can reach me at trzankofx@gmail.com for questions or comments.
  7. Hello,I'm trying to recreate the melting effect using microsolvers as seen in this video..https://www.youtube.com/watch?time_continue=8&v=KIcpzPK3b1g [www.youtube.com]Any tips or advice on how to get started with this would help greatly!Thanks
  8. Please, I just need a couple of pointers I've been trying to set-up a pyro simulation, have some smoke rise up and collide with an rbdobject. I've uploaded my hip file and written all my questions and problem explanations in there. Plus I think that it's much easier to understand if you have my hip file instead of me trying to explain it here in text form. Please take a look at it. The gist of it is : The smoke has a temperature field. And I've wanted to lower the temperature field of the smoke that comes in contact with the geometry so I've come up with the idea to give the geometry it's own temperature field and tick the temperature merge option on the pyro solver. In order to create the geometries temperature field I plan to make a volume mask to mask out the smoke's temperature field so that i'm only working with the voxels that make up the geometry and then lower their values, the result will then be the geometries temperature field. I've listed all the problems and explanations inside the hip file please take a look Any suggestion is greatly appreciated Thank you Houdini_DOPs_pls_help.rar
  9. Hi Can someone shed some light on how to render a velocity pass, from a flip fluid vdb mesh, for compositing? Here's a reference videos:
  10. Hello, I would like to have some objects bouncing around inside a sphere. Is it possible to have the sphere geometry transparent but still act as RBD collider ? thanks!
  11. Hi, what I want to do, as the title says, is to emit particles from an animated 2d texture. So far what i have acomplished, is to emit particles from a standard, non animated 2d texture, but i cant get it to be animated, i leave the files i have been working on, im sure is just a stupid thing that i have to turn on, but i cant find it.Also if there is an easier way, or anothert way you may think i could acomplish the same effect just say it.Thanks in advanced. test_animated texture.rar
  12. Hey guys, I'm doing a pyro sim and had to interrupt the simulation before finishing due to needing the computer for other work. Now I wanted to continue the simulation from a certain frame but I've run into trouble. I duplicated on of my .sc files and made it a .sim (maybe this doesn't work?) And tried to continue but it restarts the pyro (from that frame) and just resumes with the current source being fed into it. What is it that I need to do here? Thanks in advance! Cheers, Jack
  13. Hallo, I am triing to make an "Ash" simulation for weeks, but it just doesnt work. I tried to do everything like in Peter Quints tutorial about the peeling effect but it doesnt work. The f@pintoanimation = 0; does not set the pinning to 0 and it is VERY annoying. Can somebody PLEASEPLEASEPLEASE help??? I would really-really appreciate it... Thanks Zac PintoanimationCloth Tear.hipnc ParticleAndClothSim.hipnc
  14. Houdini Flames and Fire Tutorial

    New tutorial at CMIVFX about creating fire and flames, check it out
  15. Canary Surge V2

    Hi there! this is my new Canary Surge V2, improved workflow for whitewater, foam and shading stuffs.Please watch in HD 720. Vimeo compression kill of the fine details sorry. http://ipsvfx.com/project/canary-surge-v2/
  16. I am trying to generate whitewater in a Flattank using whitewater shelf tool but the result is not proper. the particles are freezing and not following the motion of flip particles and also sometimes they are flickering. I have included a video link to demonstrate the problem. Please help me to solve the issue. best regards, https://drive.google.com/file/d/0B1abbA5_-CZvWHhMbndMTGt2VGM/view?usp=sharing
  17. Smoke Target Force

    A quick Houdini smoke simulation done in a day. This was done by using the gas target force microsolver. Hip file attached - feel free to take a look! Cheers, Mark run_smoke_v002.hipnc
  18. FLIPs Waterline Feature

    Hi all, I am using the new waterline feature in flips in H16. It is working fine at first, but I tried to key the waterline to move up during the simulation and it seems to have no effect. The particles still escape even though they are below the waterline. The simulation only respects the initial waterline level and does not move dynamically as its keyed. Is this normal behavior? Any idea what might be causing this and how to properly move the waterline as the simulation advances? Many Thanks.
  19. Hello all, I'm using Houdini's Wire Solver for my master's thesis on hair simulation. In the text I want to talk about the way hair is being simulated. Based on the parameters the Wire Solver offers, I expect it to simulate Wire Objects like a mass-spring system. When searching the documentation, I can't seem to be able to confirm this. Does anybody here have some confirmation of it using a mass-spring system or have a different intuition about how the Wire Solver works? Thanks for any reactions, Tim
  20. hey houdini users, i'm doing a flip simulation for strawberry falling into chocolate but i cant figure out the right surface tension for viscous fluid and i don't know how houdini calculate Surface Tension or how to find the relation between liquid mass-density and surface tension ? and also does houdini calculate it in millinewton per meter ?
  21. Need help

    Hello! help please, the question is I have a DOP simulation with the destruction of the bridge, which is collapsing with a bullet. Can I make a cache of the simulation and load it to another DOP to interaction with the fluid(river) please show how to build node.
  22. Hey, Super new to Houdini here. Trying to stray away from my comp education and go into FX instead. We just finished a group project and it's time for summer break so I want to go back and do FX for a couple of finished projects of other groups to get finished comped shots to build a FX reel. For this particular project I wanted to make a grain simulation for a group that had a hermit crab switching his shell on the ocean floor. The finished project contained just a mesh with a sand texture on it together with stock footage for some dust and smoke when the crab flips the new shell from the sand bottom. I have attached my super quick way of re-doing it by following mainly a tutorial about the grainsource/grainsolver adjusted to this scene. My further a long hip is not that much better off anyway and much messier with much trial and error. Main problems are; -The particles keep moving for such a long duration even though I have friction parameters set to 1. Maybe the sim just have to run much longer? -Size of particles to represent sand obviously has to be quite tiny so I'm a bit unsure if I will have to scale them down all that much and create a super thick layer that covers all the way down to the tip of the shells flip animation (at ~54F) that to me looks like I'll be in the millions. -Camera seems off. I was reading up about camera exporting from Maya and asked a former student at my school that has been at an internship working with Houdini that said Null scaled to .001 is fine but it doesn't match the final shot. I will also have to double check this with the group that provided me with the assets. Still nice to get clarification. -Underwater gravity for the stones. I assume transfering Cd to the particles getting hit by the shell and then add a POP Force group that lowers the gravity specifically for those particles? -Maybe not such a big issue but particles clipping on the ground plane. -I also don't seem to be able to give the grains a shader/material like in the tutorial I watched. I have no idea what I'm doing wrong here. Just adding a dirt slaps it in /mat and gives it to everything except my particles. Although that works when doing the dop import afterwards when everything else is removed anyway. I have attached the hip file a long with the assets I have received from the group. cstSand.zip
  23. Hello, I'm trying to add some variance to the 'strength' attribute of 'glue adjacent pieces'. I tried using 'glue clusters, but I can't seem to get them to reliably affect the 'glue adjacent pieces' strength attribute- the nodes have changed in recent versions of Houdini and set ups from earlier versions don't really translate. Another method I would like to try is using an 'attribute from map' node to apply color from a bitmap, which would be used to multiply the strength attribute in 'glue adjacent pieces', but I'm having trouble setting that up as well. One question for either method is, is the 'glue adjacent pieces' strength attribute global, affecting each glue primitive the same way, or can it be manipulated to affect different glue primitives differently? I'm new at Houdini and would appreciate any info or a push in the right direction. Thanks
  24. Hey guys! I'm new to Houdini and I've ran into a problem which i can't seem to fix. I was hoping someone on the odforce forums would know the problem. I have been trying to make a tool to generate snow. Thanks to a tutorial on snow simulations from cmiVFX and the great documentation from SideFX things went pretty fast, but the last couple of days my simulation seems to collapse/melt whenever it seems to reach some sort of resting point. My intention is to have stable snow which I can make a character walk through. So I want the particles to stop melting away when my simulation stops moving. I added my scene so you guys can take a look. Any ideas on how I could fix this? Many thanks in advance! snow_v18.hipnc
  25. Hi all, is it possible or a way to enable all my GPUs for OpenCL? i have 3x titan-x and a quadro m4000 total of 4 cards. thanks
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