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wildon

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    ooki
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  1. thanx for your explaination. is a littel bit more clear
  2. thank you Rayman. it working but i confess i don't understand why... For me the wrangler attribute do exactly the samething that my point node with the "attribute to match" and the delete. I compare my delete node wich your wrangler attribute and they sort the points exactly the sameway. It working is the most important now but i'm a little bit frustrated to don't understand...
  3. Ok i'm stupid! just use a multisolver everything work almost fine... i animate my disparition like that https://vimeo.com/99555694 but when a run everthing (sop solver and rbd Solver) more piece disapearing. https://vimeo.com/99555808 no body have a clue? thanx. delete_from_bullet.hip
  4. thanx Anim, i try to do like you say, i think i don't understand something because nothing happen. you know why? thx table.hip
  5. hello guys, i try to mix two kinde of effect. a disintagration effect and the collapsing effect. i want when an object dissappear, the surrounded objects fall. i know how achieve the desintagration, i know how make a collapsing.but i have a issue. my idea is achieve my rbd sim at the frist time and use the result and apply the my desintagration setup. does anyone know how to make an object collide with none of the others during a smimulation ? i means at the begining i need everybody react as a regular RBD but at the certain time, certain object vanishing. i hope i'm clear thx
  6. wildon

    BulletSOP 2.0.8

    I have a lot of error when i try to open the sample scene with H13. I use Houdini FX 13.0.401 and BulletSOP_2_0_12. any idea? and thanx for your work
  7. i continue my exploration of houdini. like always they are a strong technical explination but for the moment i don't understand why... like alway i made a simple scene for explaind my problem. https://vimeo.com/93061136 why when the emitter is into the fluid, the amount of fluid reduce drastically? how i can fill a volume gradully ? emit_into_fluid.hipnc
  8. somebody on sidefx forum give me the solution. for avoird this problem, we need to decrease the particles separation or reduce the surface extrapolation under volume motion into the collision tab of the flip solver.
  9. maybe the awser is into the scene... viscous_trhough_pipe.hipnc
  10. oki is working all the time now. i just increase the tickness of my collision mesh. another strange behavior. why the vicosity totaly desapear when i activate collision? is hard to belive but in the frist and the second video, the fluid have the same settings. i just activate the collisions with the pipe. viscosity.mov viscosity_faill.mov
  11. i think i miss something. your scene and mine are exactelly the same. but when i simulate mine everything go away, but when i open yours is ok... your are sure, you modifie nothing? what is your version of houdini? i understant nothing...
  12. Hello every body, i make a sample scene for review. i have one fluid source and one pipe, at the begining , everything work fine, my fluid go through the pipe as expected. but after, my pipe leak from everywhere. i don't understand why. even if my fluid move slowly, i increase my substep. but nothing change. no body know what i am doing wrong? ps: you can dowload the mesh of the pipe here https://www.dropbox.com/s/ih3lrjcfp1wf08g/Pipe.obj?m= VDB_leak_h264.mov vdb_leak.hipnc
  13. i don't know why but H12.5 don't recognize the volumesample() function. open the scene with H13
  14. hey if you make a quick search on this forum with keywork "tornado" you find ton and ton of topic with very usefull hip file
  15. hello, for my learning process in houdini, i try to understand how in can drive presicely one attribut into a flipfluid. and for that i make a quick exercice. i a water tank where i generate bubble. my approach is trival. i generate a low density fluid into my water. everything work very weel. now i try to drive my density. as you can see my container is gradually fills by low density liquid. i want to increase after the bubble explosion. for that i use the wrangler attribute into a sopsolver. as you can see when you dive into the red sopsolver, my wrangler work very well. but i don't understant why is doesn't work when i put everything together. is possible to what i want to do with this kinde on setup (sopsolver +wargler attribute) or i need to use a micro solver? i can create a flied for any attribute with "gas particles to field" and drive this flid with "gas fiel vop" is possible to drive field with wrangler attribute? which node i need to use for do that? Bubble_Odforce_sample_scene.hipnc
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