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Found 12 results

  1. I am simulating a beer overflow and somehow I can't get all the particles to slide down the collision geometry, which creates artifacts when meshing the simulation. Friction is set to 0 for both the flip object and staticObject (not animated), stickOnCollision on the flipSolver/volumeMotion is off and I have also set collision detection to none under the flipSolver/ParticleMotion Any ideas of what to try? Thank you (All the blue particles on the side of the pint don't move much towards the end of the sim)
  2. Hello, community! Is it possible to stick UV to deforming topology of an object? I have a growing geometry made with solver and vdb advect. Then I convert vdb to polygons and my UV start floating through geometry. Triplanar also fails to fix it. Number of points is changing constantly and I wonder if there is some technique to make them keep the UV?
  3. Hi There! quick question about vellum grains. Is there a chance to stick a part of the grain object to the collider? thanks, Balazs grain.hipnc
  4. Hi there, I'm trying to stick points on an animated alembic without the points moving all over the place. At the moment I've got my alembic attached to a vdbfrompolygons to scatter. How can I make sure that these points will follow the alembic geometry? (the polycount doesn't change while animating) Thank you for your time and help. (I've attached an alembic file) AlembicTestFile.abc
  5. Hello magicians, I've been struggling with this all the morning, reading on forums and trying different stuff (att transfer, att promote, att interpolate, p deform) with no luck. I'm studying a file done by Ian Farnsworth , a awesome growth effect done with vdbs and curvature/gradient calculation. Now I'm trying to add a texture that sticks on the deformed sim, coming from a solver sop, but the texture doesnt stick. it keeps on the same space, I need to do this in order to texture properly in C4d (octane) http://i.imgur.com/mPryDKP.gifv File by Ian: http://fx-td.com/content/misc/recursive_growth_v2.hiplc Any help will be really appreciated. Thanks!
  6. HI everyone! It's my first time here, I hope I'm doing it the right way. I'm practicing in a shot where I have a couple of cherries falling by gravity and hitting each other, releasing some droplets. In order to have the droplets following the surfaces I'm using Stick on Collision in the flip solver collision tab. Unfortunatelly, no matter how much I increase the values in the stick microsolver, the fluid start moving fine but after a few frames It starts getting off the surface. Is there a way to consistently transfer these velocities from the geometry to FLIP? The movie bellow shows what I've got so far. Thanks everyone!!! stiky_FLIP_test.mp4
  7. Hello everyone. I got stuck - anybody knows how can I make the Wiresolver disable the points of the wire when they collide with the ground plane (or anything really ). Just stop solving them so they stop moving. This is a simple scene. There is only a Windforce dop with some noise and downward velocity in Y and the Wiresolver (and ground plane connected to the Static Solver). https://youtu.be/iMRW3GQ-XH8 With pops we have collision behavior but the wires don't work with pop nodes. Is there any built in functionality for this or does it need code? Extra question: When I use gravity and windforce the gravity doesn't work, so I faked it. We cannot mix those forces accepted by Wiresolver with stuff like gravity? I've tried introducing POP forces as well - with POPsolver connected to Multisolver, together with Wiresolver, but the sim just goes crazy. I've attached a test scene (I've also added a box to collide with). fallingWire_Problem.hipnc
  8. Hey guys, What is the best way to make FLIP reaaally stick to an object? Right now I'm using only the "Stick on Collision" option but it doesn't work as I expected. I've crancked up the normal value to make it move more drastically but It's getting unstalble. I guess this setup from Dave Stewart works better than the Stick on Collision only (i guess he's using both). It doens't stick like mud the the object but I'd like to know how it works as well, he says: "Grabbed the Pressure field values (Gas Field to Particle) and ran them through a POP VOP, also using the surface distance to reinforce the outer shell of the toy." how can I use the Gas Field to Particle? I know what it does but i have no idea on how to connect it with the object and trasnfer this velocities using a VOP POP. Well, any tips are welcome Thank's - Alvaro
  9. i'm trying to make a honey simulation on a pancakes i have set everything except i dont know how to make the honey stick on the static object, i want it to keep falling but a thin layer of the honey stick on the pancakes anyone can help me to do this ? i'm using Houdini 16
  10. Hi! I want to attach a geometry (some voronoi fragments in this case) to a moving/deformed mesh, i.e. I want to deform my base mesh freely and the voronoi fragments follow the deformations (Position and rotation or normals directions) without stretch it. I already try it with Point Vop but, how can I send the information of N directions to each voronoi fragment? If I send it with Cd looks like this: I animated the geometry with a mix and a group generated with color. I hope that someone know how to do this. Your feedback is welcomed and thanks so much!! Constraint Obj Test 01.hipnc
  11. Hi! I don't know how to solve a simple UV problem, I created a basic file where i can recreate my case. I just want to get UV's sticked to the geometry, even if there is a rotation or gets partialy deleted. I tried using Vertex Sop for MAP matching, but no results. Can you help me? Thanks! UV_Problem.hiplc
  12. Hey, so I have a moving bit of geometry and I've scattered some points where I want the emission. I'm emitting flip fluid from these scattered points and now want the fluid to follow more or less with my object and slowly start dripping off, any ideas on how to get the fluid to stick/follow? At the moment it's just being left behind... roadrunner esq. (I've got a gas stick collision, good amount of viscosity already, perhaps almost like it needs to inherit some initial velocity?) Thanks, Kristaan
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