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Found 49 results

  1. Just wanted to let everyone know that there is another new course on Pluralsight today. This time it's all about the solver SOP. Below is a bit of information. Hope you all enjoy! Exploring Houdini's SOP Solver by Kolt Wilson https://www.pluralsight.com/courses/houdini-exploring-sop-solver Course Description Houdini's SOP Solver is the industry standard procedural modeling tool. In this course, Exploring Houdini's SOP Solver, you'll learn how to create points, primitives, and vertices using vex. First, you'll explore some basic vector maths to allow you to have the knowledge and skills needed to create a wire growth solver. Next, you'll dive into using the Solver SOP and have the chance to learn several techniques via practical examples. Finally, you'll discover a setup that is built and has many applications. When you're finished with this course, you'll have developed several timeless, practical Houdini skills, and have the necessary knowledge to utilize those skills in practice. Software required: Houdini 16. About the Author Kolt Wilson is a designer and technical director freelancing in the northwest of the UK. Kolt began his career as a designer and 3D artist, where he focused on graphic and experiential design before making his way into commercials and film. Kolt has worked in the creative and motion/VFX industries for over 13 years and has been using Houdini, Cinema 4D, and Zbrush in recent years.
  2. Hi, Can someone help, and explain why after translating a cube up in sops, on the geometry node to postion a box on top of another box. then making it a RBD object. then simply add a deactivate object from the shelf tools, why my pivot and object change position when I jump into dops. Perhaps Im missing something silly here, anyone help please? thanks in advance.
  3. 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
  4. Spark + hip file

    Download : https://www.dropbox.com/s/amy4f2smp8qt2m4/Spark - H16.rar?dl=0
  5. Hello.i have a question. I want to make this scatters move around like this picture by using solver, but dont wanna touch the high ground along the way. I have no idea how to do. Could you guys advise on it? I also attached file. Thanks Please Help me. ㅠㅠ Scatter_solver_scatter_v03.hip
  6. 2D dynamics

    What's the best way to simulate dynamics with just 2D shapes? Is it possible to use any of the existing solvers to simulate rigid bodies, but also flexible curve/polygonal shapes that respect line to line collisions ? I've tried using the wire and the grain solver (with rest length on a network of lines that connect the points), but the collisions only happen on the point level, resulting in penetrations between shapes. Is there anything else I should look into, or a working example I can take a look? thanks a lot georgios
  7. Cloth collision like gum

    Good morning people: I'm a beginner in the 3D world. My main skill is photography and I'm searching a way to integrate some kind of VFX onto my images. Now I'm trying to generate a kind of big sheet of bubble gum colliding with a head. I don't know it the Cloth collider approach is the best or FLIP could be better. I'm stuck in this part, with this setup, I need a more stretchy look but I don't know how to achieve it. Thanks for your time. Best regards, Pelayo. clothCover.hipnc
  8. Question about Solver SOP

    I'm trying to make the ball retains the deformed shape after hitting the grid, then fades slowly to its original shape (in a similar way to Cd), but I can't figure out how to do it. solver02.hip
  9. Hey. I have a problem with overwriting values from wire object in SOP Solver. If klinear parameter (Linear Spring Constant) is set to 300 in wire object and then I'm writing inside sopsolver in point wrangle @klinear = 300; just for test, then my simulation looks different, less stabile (?). Why is that happening? This is the same value so it should be the same sim. I was trying to put sopsolver before and after the wire solver and there was the same situation.
  10. Fracture Threshold in FEM

    Hi guys, I wanted to do some soft body ripping effect and FEM seemed to be the best tool for the job. I'm having trouble holding the fractured pieces together until impact however, and it immediately breaks apart when gravity is active. Do I need a constraint to hold the pieces together like as one would with a typical RBD/Bullet set up and break them in a SOP solver? I figured that the fracturethreshold attribute is the clue, but I tested with values as high as 20000000 and as low as 0.00000001 with no visual changes. Thanks in advance!
  11. Spaghetti like effect?

    Hey magicians, I just saw a great animation by Diego Diapolo and there were some effects that blow my mind, I wonder how can they be achieved, is this wire solver? or can be made within pops?, also the green thing, is fem? any tips will be very appreciated here are some gifs: http://i.imgur.com/ResVXoy.gifv http://i.imgur.com/h92G1CR.gifv http://i.imgur.com/HGn8i0U.gifv And here is the entire animation (great one): Thanks in advance Cheers!
  12. FEM Copies (for Optimization)

    Hey guys, I have this scene with a lot of berries falling. If I select all of the berries and aply a FEM (shelf) at all of it, the action gets very slow and causes closer berries mesh to "fuse" one into another. The reason it gets slow/merge is the solidembed thing. It takes too long to make it for all the berries. My doubt: is there a way to make only one FEM berry and then make muliple copies of it, this way it doesn't have to tetrahedralize all of the berries? Thx, Alvaro
  13. Hey guys quick question: Does anyone know how to get a 'straight' wire from a wire sim when my input object is not straight? Example from the attached image: PIN1 constraints a straight line and PIN2 constraints a bent line, when the sim runs you can see that the input geo shape affects the solved geo. I would like the curved input to behave like the straight one. Thanks!
  14. Growing attr on surface

    Guys! Need your help! I stock.... Here is my issue. I have some particles that when impact with the surface (grid for example) create attr (marked as red for example). My task is grow this attribute by the time on surface in differnt directoins. I understand that effect can be achive by using SOP Solver, but can't understand for now how to do this. Explaning about how to make that happen will be highly appreciated! I attach hipnc file with my problem. Thank you advance guys! growing_attr_002.hipnc
  15. soap sim texture

    Hello! stuck a little, need help! reference https://www.shutterstock.com/en/video/clip-9239504-stock-footage-soap-texture.html?src=rel/9239561:1/3p I did a lot of tests with pyro and flip sims and came to almost what i want. biggest problem with pure fluid simulations - mixing of colors, resulting dirty one color, i abandoned this method. solution was to make particle advection while fluid simulations and it was good, but not enough detail. 1. to add details i have included 'add' and resample lines every frame, after 400-500 frame sim time makes me sad.. 2. there are still "black holes" (img) 3. points gives dirty render anyway. soap_effect_v01.hip soap_effect_v01.hip
  16. Loops (repeat, ping pong...etc.)

    I am kind of stuck on how to use loops alongside of VEX...or even at all. I'm posting my example file, but what I'm trying to achieve is just to have a function repeat - and if possible in different ways. In my file, it's a line and I'm making the scale of the point equal 1, if the ptnum and Frame are equal. My problem is repeating it. I tried using the solver sop, but it did as expected and just compounded the spheres scale to equal 0. I'm not really sure where to go from here Any help is always appreciated! loop.hipnc
  17. Hi odforce people! Playing with the "solver" SOP, I was able to build some sort of dissolve effect (.hip file attached): geometry is converted to VDB each frame, I'm displacing the surface and boolean-intersecting the volume: This works great but now I'd like to output not only the shrinking volume but also the "delta" volume (the boolean difference between the resulting surface and the previous frame's surface) because I want to emit particles from it. Using a second "vdbcombine" node, I'm able to compute it but if I "merge" the volumes, they'll both be fed back into the solver loop and this creates infinite numbers of primitives after just a few frames. How can I prevent this from happening? Also, how can I split the results outside the "solver"? I tried adding group nodes and modifying the "name" attribute but can't get it running. Maybe solving the first issue will solve the second one. Any help would be greatly appreciated! Thanks, Hebi
  18. what's the difference between substeps on dopnet and min/max substeps on solvers. If the substeps on dopnet is set to 10.The globle parameter @Frame is increased by 0.1 every substep. If the substeps on dopnet is set to 1,the min/max substeps on popsolver are set to 10.@Frame doesn't change during substeps. Why is that?
  19. Looking for ideas to make Finite Element solver-driven spheres stick together or merge. Working on Lava lamp effect, trying it with FEM spheres blown around by a fluid's vel field. (alternatives seem to be particles/Metaballs or viscous Flip, but in reference sometimes the lava balls bounce off of each other in a soft body way.. hence trying FEM). including a sample file (FEM_setup node).. Youtube Lava Lamp Ref.. femBalls.hiplc
  20. Cloth collision

    Hi guys I'm doing a cloth simulation and I have some problems with collisions as you see in the image. I used volume sampling for collision and it is too heavy and doesn't make a difference so I used a proxy with surface method. I can't send the hip but this is my settings for cloth solver: Min Substeps: 1 Max CollisionPasses: 2 Can you guess what is the problem? Is it collision subdivision or something else? Thank you in advance
  21. How the heck does this work?! Within the solver is the attribute Transfer with "Previous Frame" in the left input and the Sphere in the right input. How does the solver know to transfer to the grid when it is not specified in the solver? Transfer_within_Solver.hipnc
  22. Age with solver

    Hi guys, https://gyazo.com/6f0d777b1d67ca0ee1a454be01f34855 Above is a gif showing a Cd transfer from a sphere(red) to a grid(black) using a solver. Is there a way I can create an age attribute for these particles when they turn red. Then after a couple of frames they would revert back to the colour black. Any ideas would be great, thanks! ageTest.hip
  23. BulletSOP 2.0.15

    BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. The Tool is very powerful, flexible and speed is very impressive as well as memory footprint. The plugin is free and without limits! So you can create truly stunning massive simulations. BulletSOP is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Emitting system - Includes many example scenes for studying - Support for Windows(64bit), Linux(64bit) and OSX(64bit) Links: Houdini: www.sidefx.com LinkedIn: www.linkedin....Houdini-4796605 More author's videos: vimeo.com/user3251535 Create freely, simulate quickly and enjoy fully! Best wishes, Milan Suk Download BulletSOP v2.0.15 for Windows, Linux: http://bit.do/BulletSOP_v2_0_15
  24. simple cloth tearing for fun

    Hi there!! I have been using odforce for a while now, but this is my first post! I have just been playing with cloth tearing using the SOP Solver to calculate stress by analysing the distance between points and removing them based on a threshold. Just did it for fun! Any thoughts, comments or opinions would be great! Or maybe it will help someone... HIP file is attached. cheers G stressTest_GraemePhillips.hipnc
  25. Wire constraints to cloth object

    Hi guys I'm not able to figure out how to attach one of my wire object ends to a cloth object. I tried different constraints but none of them accept cloth object as goal object. So can you please look at this file and give me some advice. Thank you sail.hipnc
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