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Dammerung

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    Diego
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  1. Hi guys i have a pre animated aobject that i fractured and i´m pinning the pieces that should be active to the ones that are static with a hard constraint relationship, but the animation of the static object is pretty fast and the hard are working but they are stretching a bit and the pieces do not follow properly they have a gap(the amount the constraint streched ). i´m updatiing the position of the constraints every frame inside a sop solver, i´m using houdinin 14 is this a bug or will it be fixed with a lot of substeps ? i would like to have to use toomany substeps any ideas? CHeers
  2. hi i will have to create a tezxt scene because i cant upload work scenes thanks
  3. Hi guys i´m working on a flip puke fx and the sim looks nice but now i would like to add some solid pieces of geo to be inside de puke , i´vew been using feedback sacle to move the RBD with the flip but is super slow do you guys have any idea for a setup to do something like this ? Cheers!
  4. by far this is one of the best threads i've ever come across i learned so much form it Cheers guys
  5. Hey thanks a bunch yeah i used a sop solver with pcopen and a noise to propagate the att and control the stopped attribute and is working now ,i'll post a scene to see if people got better ways of propagating attributes thanks any way
  6. that is exactly what i'm trying to do but i have to either transfer mass to the particles or use the stopped attribute with a sop solver but still not getting nice natural looking results i would like to proagate the "active" status to particles that are close tro other activated particles but not sure how to get that goin any pointewrs would be great thanks
  7. Hey guys i'm trying to do some RnD to make a sand castle collapse and i'm running into problems with the initial state of the sim, the geo i'm using is not the best shape i guess and i'm struggling to keep the shape of the castle before something collides with it if i use constraint network it just becomes too bouncy and and moves like crazy has anybody done something like this that could point me to a nice workflow to keep my shape stable until collisions occur thanks a bunch
  8. Hey thanks a bunch i guess i'll try 13 because no matter what division size ,vdb res or subdivs i put into it it just keep doing that when colliding even if np viscosity or stick on collison are on
  9. hey thanks a bunch i'l try and see if i can post a hip but my terrain is pretty subdivided and smooth so is the vdb. the streak starts to happens once the fluid starts settling down on the ground
  10. Hi guys a have a flip sim colliding with a terrain oddly enough when the flip comes to a rest y forms this streak like shapes that look terrible i have stick on collision masked so it only sticks to the ground might that be the problem, i also have a bit of viscosity, my terrain colliding volume is really smooth and the vdb is hi res enough and i can't figure it out any help would be greatly appreciated i've attached a pic of what is goin on Diego.
  11. Hi guys i have a flip off a liquid inside a bowl the bowl surface is smooth and curved but if i put collision detection to particle the flip kinda sticks to the surface as the bowl moves even though there is no stick on collision or viscosity enabled and it looks like it does has viscosity any ideas what might be happening??
  12. Hi guys im doing a fairly somple flip sim but for some strange reason if i turn on viscosity my fluid becomes sticky ant to viscous even if i decrese the viscosity all the way up to .001 or so it does not make any diference it behaves just as if it was 1 i'm at real world scale and it is a bowl hat mesures about 30 cm in scale migh this be a bug or something thanks
  13. that is exactly what i was looking for thanks
  14. Hey guys i have a sim of a bowl that spills milk into the ground but once the mil hits the ground it keeps sliding like crazy and i would like it to stay more in position i cant use the stick on collision because i breaks my bowl collisions for some reason. is there a way to selectively make the fluid more sticky on my ground surface (it is a terrain) thanks in advance
  15. Hey thanks a lot i'll try that i managed to do it siming in object space and using the transform of the object as a force to move the flip inside and then moving the sim to world but your method looks like it might help for another shot i have thanks
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