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gigafrax

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About gigafrax

  • Birthday 08/06/1978

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    Francesco
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    London

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  1. Thank you so much Atom! That fiddling with the solver's guts helped a lot, although not completely. At 0.03 timescale there is still some flickering going on. What i did (and i don't know why i didn't think about that earlier) is change the surfacing mode from "average" to "spherical" in the particle fluid surface node. That gets rid of any extra flickering but in gives the surface a slightly more blobby look...nothing that a little erode and smoothing can't handle. Anyway, thanks so much for your help! I'm sure this will be useful to many ap_slowmoving_flip_flicker_v2.hiplc
  2. Hello guys, i have a serious mesh flickering problem in my flip simulation. The timescale in the flip solver has been animated to slow down the simulation. Looking at the particles everything seems fine, but when it comes to meshing and the particles are moving really slow, the mesh starts to flicker and holes are forming and disappearing every frame. I've tried increasing the resolution, lowering the particle separation in the particle fluid surface node (or vdb from particle fluid, i've tried that as well), lowering the grid scale or the particle radius scale, the flickering changes but it never goes away. any help is greatly appreciated thanks in advance slowmoving_flip_flicker.hip
  3. Thanks Tyler, that was exactly what i needed. The camera is not moving too much in the actual shot, or at least the cloths that go out don't go in again, so one problem is solved. About the other issue about the emission? do you have any thoughts?
  4. Thanks Matt, your solution works, i'm having a look at it right now. I just need to find a more flexible way to activate the flipping, using a geometry seems to me the easiest way to create whatever flipping pattern i want. i'll see if i can adapt it to your scene thanks for your help!
  5. Hello Odpeople I have to create a simplified, very simplified, Mystique effect. I have this column covered with little tiles that need to flip 180 to reveal their backface. The tiles need to flip gradually from the bottom to the top. I've created the tiled in Maya, laid down the uvs and imported the Obj in Houdini. My idea was to isolate every tile with an assemble SOP and a foreach by name, and then drive the rotation according to a sphere animated on TY which will transfer an attribute to the tiles. The problem is that when i go into the foreach node, the single tile rotation axes are aligned to the world, and i would like to align the Z axis to the face normals, so i can drive the X rotation to do the flip thing. What i did so far is to create a point in the centroid of the tile, create a normal aligned to the Z axis and find the rotation angle to align the point normal to the tile normal via POINT VOP, store the angle in an attribute called align and use $ALIGN to the y rotation of the following transform node. From here i'm stuck...i could parent the tile to the point, but i have no idea how, and although the maths in the point vop should be correct, the point is slightly off from the normals. I know there are other ways to achieve the same effect, but i'm curious to see if there is a way to solve this specific problem. thanks for all your help! rotationAxes.hipnc
  6. hello guys, I wonder if somebody can help me with this. I have to simulate a lot papers fliyng around and since cloth sim can be very computationally expensive, i was wondering if it is possible to stop simulating or removing the cloths that go outside the camera frustum. In this case the camera is static, for a moving camera i guess i'll have to find different criteria, but it is a start, and i can learn a lot with the right input there is also another problem: in the scene attached you can see that the cloths are emitted from a point on a grid, changin position at every frame. Sometimes two cloths are emitted so close to eachother that they overlap causing a permanent interpenetration. I was thinking of transferring color to the grid from the cloths previously emitted, to prevent the scatter point to be generated within the range set in the attribute transfer, but using a dop import in the second input of attribute transfer doesn't seems to work. thanks in advance! cloth_emitter.hipnc
  7. Hello fellow houdini users. First of all i whish you all a happy Newton's birthday (one day late, sorry) and a great new year!. I need your help about pyro and flames: my first problem is to create an emitter sop that behaves like the attached clip. I want the flames to be generated, expand a little bit as if they were consuming a large drop of alchohol (or any other burning liquid) and then disappear when the fluid runs out. I tried to scatter some points on a surface and then controlling the emission color using a turbulent noise in a vopsop, with the offset animated, but it is not controllable enough. Also i will appreciate any suggestion about shading and simulating pyro flames which looked like the reference picture attached, i looked around but apparently there are not many tutorials about flames and pyro. (i might be wrong) Thanks all in advance for your help! Francesco emissionSource.mov
  8. Although your explanation, Dobril, wasn't so clear to me (not because of you, because of my poor knowledge of Houdini), starting from the first part of your solution I managed to find a slight different one. Or maybe it is the same and I can't recognize it :D Anyway, foreach SOP, with chunkBrick* as group mask, then fuse SOP inside the foreachSOP. then outside the foreachSOP, I've put an assemble and it seems to work. in the scene file attached, the second foreach is just for control. thanks to all of you! i deeply appreciated and i hope i will be expert enought in the future to return the favor! test_solved.hipnc
  9. Thanks Dobril not clear at all, but I'll gladly wait for the example scene when you can upload it
  10. Nope, the bricks are not random, they are modeled according to the camera projected texture in Maya. Also, i want to have a group of bricks, a small ammount in the center, to have 8 chunks each and all the other 4 chunks, leaving outside some bricks randomly picked who will not be fractured. I tried to put a point SOP into the foreach SOP so every brick would have, let's say, 4 points to feed into the voronoiFracture. Unfortunately for some reason they come to be all the same for every bricks, even after using ID as seed.
  11. Hem...sorry to bother you again.....apparently Fuse SOP fused too much, now the bricks are so fused together they are not fractured anymore. This because some vertices share the same position with vertices from neighbour chunks...and Fuse doesn't recognize they belong to different meshes...d'oh!
  12. Awesome! that works... oddly enough because in Maya all the points are properly connected, i've double checked... but one problem at a time, thanks so much guys!!!!
  13. Hello guys, i really hope somebody can help me I have a brick wall modeled and fractured in Maya, i want to import it in Houdini. When i do, i use an Assemble SOP to give a name to each chunk, but instead Houdini gives a different name to each individual face (or primitive). As a result the Foreach node shows me a single face instead of a single chunk. also the rbd simulation works on a bunch of separate bidimensional faces, it is like seeing an house of cards collapsing please please please help! test.hipnc
  14. i've just created a test scene to show the problem....i understand the original scene might look scary as it is so heavy... testGlueNetwork.hipnc
  15. somebody knws how can i attach the scene file? the file is rar since it would be too big and i got the follwing error when i try to upload : Error No file was selected for upload for now you can download the scene file from wetransfer http://we.tl/Wwe9sQPcjB
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