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Hiro_FX

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    David
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  1. Hi guys, I was trying to do some Rnd with the Lava shelf tool and used the Cooling and Heating tools but I can't get them to work properly or at least how I thought it would work. I created 2 boxes (one for each) and it's cooling/heating when the fluid gets to the box but keeps on going after that as it had no effect. Looks like it works with the heating one but with the other it works just when the fluid hits the surface and then loses the attributes or whatever.. It should work with the volume, not just surface, and get even cooler, no? Well I think you will understand watching the video and the hip file. Thanks in advance! lava_coolingProblem.mov Lava_test01.hipnc
  2. I just decrease the Velocity Blend in the Grain Update node to 0.1 and it looks like it's working now. But dunno if it's the best way to get it right xD I'll try with the convert node too and tell you later. Thanks man
  3. Yes. I imported the alembic and then I cached it out as bgeo. I've tried with the alembic file too, and happens the same.
  4. The problem is that I cannot share more than that of the model right now. I've tried adding a Trail node to compute velocity and nothing, still doing the same reaction. I imported another animated geo ( https://code.google.com/p/alembic/downloads/detail?name=Alembic_Octopus_Example.tgz ) and it works perfectly. So I guess is what you said about the Velocity scale of the model, but dunno what else I can do.
  5. I uploaded a zip file with the animation in bgeo (Dunno if you can save a .hip file with the cache inside it, I'm still kinda new with Houdini ).
  6. Hi! I'm having a problem using PBD when it collides with an imported animated geo but not when I'm using an animated geo created in Houdini. Dunno exactly why particles are just shooting out with one and not the other. I've tried converting the geo (alembic and chached out as bgeo) with an Iso offset, a VDB convert from polygons and end up using the Deforming Object shelf tool. I've tried incresing the substeps, increasing Constraint Iterations and set Scale Kinetic to 1.. and still nothing. I've run out of ideas and can't find a solution anywhere. (I know it explodes the 1st frame, but I'm not worried about that ). I've attached a HIP file (H14) and some previews. Any help would be nice Thank you! sandWalking_test_houdiniGeo.mov sandWalking_test_importedGeo.mov
  7. You have to 'load from disk' the bgeo cache in the DOP I/O node you used to export it (if you used a ROP, it's the one you connected with) and then it will work using the shelf tool and selecting the fluid. It will simulate the whitewater from the cache file.
  8. It worked just changing the Solver Engine to RBD of the rigid body solver instead of Bullet and it works fine or at least it looks like in the firsts tests. Anyway, if you know a better way to do it using the Bullet solver I'm still interested
  9. Hi guys, I've created a flip fluid with a spectrum to create an ocean and I want an object to float and interact with waves. As you can see in the video and the .hip file I've attached it worked but depending on what feedback scale or density object amount I give it stops soon or later interacting with the waves of the flip fluid. If the spectrum has higher waves scale (0.3) and higher wind velocity (20) it keeps on moving, but I don't want that much velocity and scale (I want max 0.2 of wave scale and 10 of wind velocity +/-). I've tried also with the fluidforce node to see if it works but it does exactly the same. Any thoughts? Thank you! floating_object_stops.rar floating_object_stops.hip
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