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Strooja

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  1. Hey so I tried it in 16.5 and 17 and still have the same problem. Could you send me your scene to check if it is that what I am looking for. To explain again what I am looking for. When I create a new flip tank and start the animation for 20 frames. I want that after the meshing the water is flat like a grid with no noise at all, but still a high res mesh. I know I can get if I increase the Influence Scale in the mesh process but I lose to much details with this technique.
  2. oh wow okay. I can use 16.5 to test it. 17 will take a while until we use it. I will test it and let you know and also I will make a test scene at the weekend to show my problem a bit better. Thanks for the feedback
  3. Thanks for your answer. mhh this is a bit complicated.I can just try to explain it better. When you have a simple flat tank and start the simulation you will see after a few frames you will have a motion in the water without any extra forces. And I simply want that without forces the water is flat like a grid. I saw an old post where Jeff Wagner said with the swirly kernel it works better. But still you have the movement from nowhere. I am using version 16.0.717.
  4. No ideas? I am really happy about any advice.
  5. Hi Guys, I try to simulate a quiet river. But I got the problem that in the areas where the water is not moving at all(or is really really slow), it is moving up and down all the time and looks like little hills. It is not flat what you would expect.I know it is possible to do with other programs but has anybody a solution for houdini ? I tried already the swirl kernel, a sop to settle down the y axis(based on velocity) and a blending with a simple grid based on the velocity. Is there an official way in the simulation process? I am thankful for any advice
  6. Hi Guys, I would like to understand how it is possible to control the stiffness for constraints. I know for FEM there are extra attributes and also for Wire objects. But if I want to create a piece of metal with hard constraints(or other constraints) it is not that easy .Currently I simply control the rotational stiffness on the object.But I would like to control it in the hard constraints. Is there a good way to fake the stiffness in the constraints, with a sop solver for example? Thanks for your help guys
  7. @iamyog thank you very much. i heard about it. But i forgot it. In mplay are the same problems. I have to use the depth map for a task thats the problem. Have anyone an other idea?
  8. Hi Guys, i have a weird problem. When i render a cloud with depth map shadows everything looks great in render view.But when i render about mantra node to hard disk there a some artifacts. fThe Light setup is a sun light and a shadow map of 4k. I changed every settings in the shadow tab, like bias,blur,quality... But nothing happen.When i change the light position, the artifacts appear on a other place. So i think there is something wrong with the light. Has anyone an idea what the problem is?? Here a both pictures: Left: Mantra Node Right: Renderview
  9. Hi guys, In DOP i use a cone twist constraint and a sop with angle and torque for break the constraints. The Problem is at Frame 2-3 the angle value jumps to an value like 4.18879 or to value like -1.#IND . The Object doesnt move in this Time. Has anyone an idea what i do wrong? Here is a Example Hip. I hope anybody can help me. Walltest.hip
  10. thanks for your idea but its turned on and nothing happen.
  11. mmmhh No ideas? Are there any settings for the Viewport quaility for Volumes?
  12. Hi Guys, when i create a Cloud Setup from Shelf. I get this Viewport Problems. If i create a new Scene View it works for a while.But after some mouse cliks i get this problems again. Has anyone an idea how i can fix it?
  13. Hi Guys, can anybody explain me, how i set my goal_twist_axis in sop?? I use houdin 15 I create a attribute vop and for example i connect a "parameter node" with a "add attribute node".i call the attribute "goal_twist_axis" ,the Local variable name is GOAL_TWIST_AXIS. Attribute class is primitive and type info is normal. The parameter node output is vector. In the spreadsheet everthing looks good.But it has no effect for the constraint in the dop. I hope anybody can help me.That would be great.
  14. Hi Guys i have a simple scene. I have a fractured object and i set the active attribute to 0 . A sphere fly through the fractured object and every touched pieces switch his active attribute to 1. In sop it works fine.But the problem is in dop nothing happen. So no piece fall down. I tought it works with "Overwrite Attribute from Sop". What do i wrong? I hope you can help me Thanks in advance
  15. Does anyone have an idea?
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