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blaykenadeau

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    Blayke

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  1. I had this error when using Flip/Grains. It turned out opencl was using my integrated graphics instead of my actual GPU. You can check in Help --> About Houdini --> Show Details. Look for OpenCL Platform, and then OpenCL Device.
  2. It definitely opens up a lot of possibilities. I'm still learning it myself, but here are some resources I'm using. I've been learning python from: https://www.codecademy.com/learn There is also this Python Humble Bundle currently going on https://www.humblebundle.com/books/python-book-bundle from what I understand Python is used for automation/management and Vex is more commonly used for geo/point manipulation.
  3. The way I've fought against blobby emitters that don't match the intended shape of my emitter geo, is to use the sdf from geometry tab. You can pull down Edge Location to try to better match the shape. You might also be able to use a Points from Volume node and bypass your fluid source. You can specify input type in the Flip Object (Particle Field, for Points from Volume) and then plug in the sop path. I don't know if there are obvious downsides to doing this. In terms of getting more exaggerated water reactions from your character; What about multiplying the velocity or adjusting Velocity Scale under Collisions on the Flip Solver.
  4. Hey, I think you can unlink the collision separation from the particle separation.
  5. I'm assuming is was the dopnet3 node that is the most recent iteration. The Feedback Scale was set to 0, and the glue strength for the base of your wall wasn't set high enough and was popping up from the terrain. Adding a few zeroes onto the glue strength should fix it. This got rid of most of the jittering - but the wall chunks were still being thrown around by the water regardless of their density. If you switch the Merge1 node to "Left Input Affect Right Inputs", it reacts better (Still need to mess around with the density, but it doesnt fling out of the simulation area.) I'm not sure why the simulation works better with the merge node set to that instead of mutual.
  6. Hey Andrea, If you mean you see jittering in the wall chunks as they are pushed by the water, I've had similar problems in my scenes. If I'm remembering right, it got better with more substeps/lower particle separation. I can take a look at the file if you want.
  7. I've set up a new file with an example of a method that works for me. I commented using sticky notes, but let me know if I've left anything vague. Wall_Flip_Interaction_Test.hip
  8. Hey again! EDIT: I forgot to mention that I think your wall is exploding because it is inserted into the terrain via the hole you cut out of the terrain and is having collision issues. I noticed when I disconnect the static object (Terrain) that the wall/water no longer explodes on impact. Also take note that the water wont push the wall blocks unless Feedback Scale is above 0 in the FlipSolver>MotionVolume>Solver tab (recommend setting it to 1). To solve keeping the wall in place without intersecting the geometry, you might try cutting the bottom of the wall off using the terrain (The opposite of what you have now), and grabbing the blocks closest to the terrain and gluing them in place with a second glue constraint. Let me know if you want an example. - Blayke
  9. Hey, I downloaded your sample file to test. It looks like the glue constraint collapses under its own weight. I gradually increased the glue strength (Under Glue Constraint Relationship), and it stopped collapsing on itself at a value around 27,000 (previously 10,000).
  10. I`ve included the .Hip and the obj I`m using. FlipFollowMelt.zip
  11. Hey, I'm turning an animated object into a flip fluid object and trying to get it to follow the original animated geo. My goal is to have it continue following until a temperature attribute is passed into the flip, which will lower the viscosity of an area to melt it. The problem I'm having is that I can't figure out how to make the flip fluid follow the animated Geo perfectly (I've been able to get it to fling off into the distance). Does anyone know how I might be able to achieve this? Thanks!
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