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Found 54 results

  1. Hey guys, I'm doing a blood seeping/absorbed on a tissue. Have done one with AttribWrangle & Solver based of a tutorial. The logic is a. points selection, b. blood starts to grow from selected points by choosing neighbors While it works with a point selection at the Solver StartFrame, I would like to improve the point selection step, with a dynamic selection like where a newer bullet[animated sphere] touching the surface should start spawning the blood. New to Solver & need your help on this. Thanks in Advance Arun bloodSeep_v01.hipnc
  2. Hi everyone! I'm relatively new to Houdini, and I came across a tutorial which explained the bullet solver for H13. I am trying to recreate the effect that he got at 53:15, where primitives were deleted from the constraint network when a force over a certain threshold was applied. tutorial: As I understand, the SOP solver was changed in H14, and I therefore don't have the object merge node that he has. I downloaded the example HIP file and copied his node into my own project and managed to get it working, however I'd like to know how it actually works, rather than just copying and pasting! The data that the node is bringing in, is as follows: `stamps("..", "DATAPATH", chsop("relnode") + ":Relationships/" + chs(chsop("relnode") + "/relname") + "/" + chs(chsop("relnode") + "/relationship/dataname") + "/Geometry")` This isn't like anything I've come across so far in houdini - if anyone knows what this means, and could explain it I'd be very grateful! Best, Stephen
  3. Hi,I am working on crawling insects solver and actually i need your favour,there are some issues,actually particles leaving the surface after some level of accel...i dont understand why its happening... plz can u tell what i am doing wrong...and also any other suggestion is also welcomed...Thank you for your precious time PFA Nashrat Shahi test_v01.hip
  4. N-body via SOP solver with OpenCL

    Here is it.:) nbody_opencl.hipnc
  5. Didn't you think of these fluid solvers? How are they made? How to build them? We will talk about the theory of the process of building fluid solvers in my new course understanding fluid solvers on MIX Training. This is volume 1, volume 2 soon! http://mixtrn.com/course/understanding-fluid-solvers-volume-1/
  6. I needed a setup where I have point network with a deformer turbulizing it and then I would need on per point point basis, driven by a switch attribute, have another deformer doing a dispersion effect on the points. But I would need to do the second from the last deformed position and delta. So this is what I came up with: PRB_VibratingGraphDispersion_01.hipnc I'm quite newbie about the Solver SOP so I'm wondering if there would be other ways maybe not even needing simulation scrub to apply a deformer from a fixed position of the previous deformer and also account for the passage of time after the switch. Thanks
  7. 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.
  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. Spark + hip file

    Download : https://www.dropbox.com/s/amy4f2smp8qt2m4/Spark - H16.rar?dl=0
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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.
  15. 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!
  16. 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!
  17. 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
  18. 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!
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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?
  24. 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
  25. 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
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