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edgem

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    Kiki
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  1. Hey marty, It's working. Thanks a bunch. Lot of things did changed from houdini 15.5.
  2. Hello marty, Thanks for your reply.I will try.
  3. Hello Guys, I don't know if it has been discussed before but I am running into issues while trying to get hair and fur working for a deforming animated geometry. I am giving the new hair tools in Houdini 16 a try but it's very unstable. Everything works fine with a static geometry. But the guide hairs are jumping around and twitching all around the places on an animated mesh. Everything is normal : my mesh has Uvs, normals. No topology changes either. I can't find any additional information regarding that issue and I have watched the masterclass from SideFX. I have tried looking at the scatter point option in the groom attributes and when I set the relax iteration to 0, most of the curves don't jump anymore but i cannot control the distribution anymore..... And some curves appears out of nowhere. I am running out of ideas. I hope someone would be able to help me quickly on this as I need to integrate it for a project Thanks again
  4. Thank you. I am running into a problem. Whenever I apply some dynamics like a wind force or something like noise,some hairs go crazy and keeps moving. I am wondering if someone knows about a solution for this.
  5. Hello everyone, I am running into a small problem. I am using the hair system from Houdini and it's my first time doing it. I am wondering how to generate grass based on an attribute (color for example). I would like to put more or less grass depending on the position, like a patch. Like create density randomeness. Thanks
  6. Hello guys, i have a problem about a flip simulation with fast moving object. The distance the object is travelling between two frames is very long and I can't change its animation (spoon moving with liquid on it). I tried increasing the substep 2,4,8 but no luck.... I have fluid leak (fluid losing volume) and it does not collide after that. I am also simming with high viscosity. Any help (trick ?) is welcome. Thanks.
  7. edgem

    Cheese melt

    Hello, I am trying to make a cheese melt, make cheese flow. Anyone know the best way to proceed ? FEM, Fiip, wire ? Any idea is welcome. I put picture as reference Thanks
  8. I am using pyro and combustion for the smoke and by sourcing my particles with a fluid source. How would you add density directly ? Sorry I am still new to that pyro stuff.... I can manage to get fire emitting continuously with still emitter but with a fast moving particles, it would just stop emitting. I noticed that the temperature, fuel and heat channel cools down. Is there any way to keep the these always high and constant during the animation ? Thanks
  9. Thanks working like a charm. I manage to create a good particle sim. Now I am struggling with creating the look of the fluid. I can't seem to get fire at the tip of the exhaust. The fire always seem to emit at the start then die quickly. I would like to keep emitting fire continuously. Any tips ? The fire in my sim is emitting at high temperature. I always seem to get high temperature only at the beginning. Maybe this picture below is a good example of what I want to achieve. Basically fire and then smoke.
  10. Actually there are multiple exhausts (around 10) so I guess I have to make one sim and duplicate it ? It last quite long (around 50 frames). What do you mean by "engine space" ? I have tried simming particles first because as expectedI need lot of substep for the fluid to follow... I have some reference of what I want to do. Basically lot of fire at ignition and smoke. I'd like to create the same effect except I have multiple exhausts. Thanks for your reply
  11. Hi everyone, I would like to create an exhaust effect from an engine but I don't know where to start. Any ideas are welcome. The engines are moving at quite a fast speed so I am wondering. Is it better to start with particles and emit from that or directly emit smoke ? Then I would probably have to increase substep tremendously so I don't think that's a good solution... How would you proceed ? Thanks
  12. edgem

    Flip integration

    Hello guys, I need to integrate a flip sim on an ocean surface but I don't know where to start. Basically, I use flip for splashes and ocean spectrum to take care of the static parts. I have done ripple sim with the ripple solver and I ray the sim on a still plane. I then applied a spectrum to get waves. Now I am trying to integrate my patch of flip sim into the surface. That's where I am struck . How to match position between my spectrum and the edges of my flip sim ? Also I am wondering if I doing it right siming ripples before the splashes. Any help would be welcome Thanks
  13. edgem

    Rivelet

    yes exactly.... The rivulets on windows. You got a nice one here. Congratulations Is that a custom noise setup you used ?
  14. edgem

    Rivelet

    Hello, I am trying to create some rivulets flowing on a window and was wondering how to proceed. Anyone have an idea on how to achieve that kind of effect with POP ? Trying to sim particles and use VDB mesh but can't get that kind of streaky and noisy look Any advice is welcome. Thanks
  15. thanks j00ey. Very useful link
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