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chrisdunham95

Snow Sim WIP - Help wanted

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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, smile.png

 

 

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

Edited by chrisdunham95

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I took a look at your setup but I could not get very far because you have not posted the .bgeo sequence of the walking person. You can attach ZIP files with multiple files for these situations. You could try the basic, however, try turning down the bounce on the Physical tab of the PopObject,

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