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djwarder

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    Dan
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  1. Ok, cool. I think its worth trying out a few settings. Don't really use particle friction/bounce params myself, usually play with volume velocity as a rule instead. ps. Yo Janis! What's Adrift-ing?
  2. Also, make sure you turn on 'Use Friction And Bounce' in the 'Particle Motion' tab of the solver.
  3. Cheers Boris. Killing points by distance from the collider atm, but will give your idea a go!
  4. Its very odd, think the flip sim is creating some odd velocities but wanted to make sure. Lots of debugging ahead!
  5. Seem to be getting lots of pockets of velocity under the surface and also around edges. Makes sourcing nice whitewater emission pretty tricky! This screenshot shows a bit of the issues - side view of a ww source from a flipsim (guided ocean layer) with a collider on surface and then saved out via fluidcompress ...
  6. Anyone else having the same issue as this? Getting similar results from sims using Guided Ocean Layer and not getting very nice source for whitewater. Any fixes to get round this at all?
  7. Cheers for the info Alex, doing a sceneHook is something I read about in posts here. But could this be done using inlineCPP in Python so as not to have to go the full API route at all?
  8. +1 I'd be very interested in whether this is possible at all, or if there's an alternative way to print custom stats in the viewport (like FPS is at the moment)? Anyone got this working?
  9. Hey, this is the nearest I've seen in a Houdini video online ... I'm guessing create a radial field using FluidSource SOP from points maybe (scatter points in circle, point normals away from centre, turn N into v) and then use that as a pump. Or could do it a particle way & use POP axis force or POP wind maybe?
  10. Not quite sure what you want to do, but if you want to create a flow field around an object then you could use info from this post ...
  11. Yup, I recon so. If you look in the VEX header file for the PBD granular code there's some functions already written for SPH type fluids - density estimate, lambda calculation, etc. I was having a look but work is distracting me now! As for speed ups, I'm not sure. But it would prob be better than FLIP for small-scale sims where surface tension is needed for the look. And Nextlimit just added it in Realflow as 'Dyverso' and they claim major speed ups over previous implementations, so might be worth a look!
  12. Something like the 'detail op' node in Naiad would be great in Houdini ... (skip to 0:24)
  13. Hey Jurai, any chance you could give some more info about how you got the instancing working in Arnold please? At the mo, I'm using fast point instancing with off-disk geo in Mantra but need to export this as .ass files to render in Arnold in Maya. Is this possible at all?
  14. Nice sim/render, any info on container res for the first 2 shots and sim times? Any scene files would be cool too! ;-)
  15. Doesn't sound hopeful, shame that nVidia still aren't playing ball. Back to using the CPU then!
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