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gaurav last won the day on March 24 2019
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Gaurav
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krishna avril started following gaurav
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IMHO, $OBJ is local variable for any dop object's position in current order of dop objects being processed. I could be wrong but don't think its possible the way you are wanting it. However, Individual dop objects can be part of multiple groups. Here is a rather simple way to split single wire in to multiple pieces / groups and control forces on them. wireGrp.hipnc Cheers !
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Hi Guys, Long time Sharing some of the Fun Effects work done about a year ago for Dreamwork's Boss-Baby. Sorry for WIP takes, I don't have final renders. Cheers!
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WenTao Gong started following gaurav
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Some correct me if i am wrong. They are also much more Memory Efficient, earlier pops were linked lists in memory.
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Very Cool Adam ,very Cool !
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You may ask How did bunker figure that out ? with experience of course. But if you are new to Dops best place to look for this info is details view. Important thing to remember is that Merge node in dops doesn't merge multiple data streams in Sops sense but it creates relationships. Relationship data is the one that tells dops dynamic engine which object affect which other object. Affector Matrix(Table) in dops Details view is very useful in figuring that out. Top row is of Affector objects and left col is Affected objects. Green color is two way, Blue is one, and grey no color means no relationship. If you hove rover cells you get the popup text. Play around with different Affector relationship types on Merge node to see how it reflects in this table. Cheers !
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Hey Guys, I have a situation with flip sim where every time i write out / cache there is a change in particles positions in some areas of sim. My scene particles have somewhat moderate velocities with wide variation in viscosity ranging between (0.000 to 1.000)*40 in few decimals places. Although overall sim shape remains the same but there is a visible change in secondary shapes, fine tendrils it makes. My suspicion is on the viscosity solver as i bypass viscosity calculations the error goes away. 64 bit float precision doesn't help the case either. I am aware of rounding errors that are inherent in floating-point computation but have no idea of how is viscosity solved. Has anyone experienced it behaving it non-deterministic ? Thought to ask around before submitting as a bug. H14.xx.xxx Thanks,
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Hi, Wanted to share something similar tried a while ago. Bubbles are generated as johnny described but test rendering was all together. Indeed the more control at comp the better. Cheers!
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Sweet ! Thanks,
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Different result between VEX and vopsop
gaurav replied to Linwood's topic in General Houdini Questions
Two ways in wrangle 1. append v before @side rotate(rot, rot_mul ,v@side) 2. or declare before using as variable. vector side = v@side; rotate(rot, rot_mul , @side); Cheers! -
With Interactive Figures ! https://youtu.be/TIcSnsmitHw http://immersivemath.com/ila/index.html#
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Hi Guys, To avoid guesswork from multiple open session with %>ps -a | grep ..... How do you access PID of a session *Being inside the same session* ? Tried looking for env var in %>hconfig -a with little luck. Thanks,
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Turn on Reap Particles found on Flipsolver > Particle Motion > Behavior tab
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Hip attached , HTH, gm_contained_FLIP_fluid.hipnc
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You are welcome Try increasing particle radius scale. .05 is too low i believe defaults is > 1. Cheers!