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  1. Segmentation faults are generally hardware related. Perform a surface scan on the drive your installing Houdini on. If you are overclocking a motherboard, visit the bios and drop your CPU multiplier down 0.5 or one step. Don't overclock ram.
  2. One way is to start with particles. Emit particles inside the shape you're trying to achieve, then advect those particles inside a pyro sim.
  3. You can add attributes you want to keep during the conversion process, but that does double or triple your memory usage.
  4. My guess might be you're not excluding your collision surface. Click on the green dopnet1 node and look for a field with a *. That means import everything from inside the network. You can exclude nodes from import by leveraging the caret symbol ^. For instance, here is a common extension to that import field to exclude the ground plane. Dive inside your dopnet to determine the names of the nodes. * ^groundplane1 You can also do the inverse. Drop the * and explicitly reference a single node. flipobject1
  5. Try setting your Default Operation on the SOP Solver to "Set Always." You have animation inside. Set Initial will only run once.
  6. Yep, lower your particle separation and re-sim before surfacing again.
  7. You could check out Sohey's original bug swarm, prior to the Crowd System's release. It still works. Just depends on if you're exploring Houdini's toolset or trying to solve for a shot.
  8. I really hope the SideFX team adds talking characters and more crowd-based setups. What about a traffic simulation preset or a practical quadruped/insect setup.
  9. It is easier to control if you used packed RBDs. Then you can overwrite the v@v attribute. Add an Assemble dop before the dopnetwork and check Create Packed Primitives.
  10. Keep them away from the edge of the terrain. That bug is heading off the grid, so it has an invalid orientation.
  11. Create a long line with many points and use the Ray node to conform it to a terrain. Then use a path deform to slide the the snake geometry along the path.
  12. Under the advanced tab, try turning off use Pre configured Setup.
  13. That's odd. Your example file works for me unchanged. One thing to remember, is once you dive inside the DOPNet, your f@temperature point attribute no longer exists. It becomes voxel data. Try removing the f and just reference @temperature. Try this code. in your gas wrangle. This is actually a cure for mushrooming velocity. @vel *= @temperature;
  14. I worked my way through the spiral particle galaxy tutorial on SideFX. Here is the HIP file for part-1. ap_galaxy_particles_tut_061725.hiplc
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