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NSugleris

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NSugleris last won the day on March 8 2013

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    Nico
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  1. Doing it just to visualize it but its definitely not required. It really is more useful when I need to art direct the fracturing on things with many more pieces etc and I just want to visualize activation in the lightest way possible. tottman1: I just happen to like this method as it's really quick to change fracture areas and you can have your impact object ( if you have one ) do an attrib transfer of active on to your packed prims from it to speed up sim times so it only will sim what gets touched by the animated collider etc. nico
  2. Took a look at your scene and noticed how you were setting the active value. I always thought the Active Value node mainly worked for the RBD solver, but either way I controlled it via popwrangle and it seems to be working that way. You can see the updated nodes have been netboxed in blue with sticky notes too. Hope that helps! Nico bullet_voronoi_clusters_setup_wrangle.hipnc
  3. Nice render! Are you asking how to get the small debri to respond to the deforming ground? Not 100% sure what you're asking. - cheers!
  4. https://www.youtube.com/watch?v=gHxi-HSgNPc&nohtml5=False "There's so much beauty in the world..." Great setup!
  5. In regards to deforming the white water: Try putting your foam particles through the same deformer that you're using for you're main ocean surface and see if that works.
  6. I'm not 100% sure this will help but I'd recommend just applying the same ocean wave deformer to your finalized flip surface. That's how I've done it in the past. You can also apply the deformer to the whitewater passes. Cheers! nico
  7. Here's a pretty good tutorial to start with : https://cmivfx.com/store/601-houdini+fluid+dynamic+pipelines Cheers! also you can post your progress and hip's and people can better help you.
  8. I think he mentioned making the effect that shows before the before, aka the misty advected bit.
  9. Or have a low res smoke sim and advect a ton of particles through it with popadvect to get some nice quick little eddys / vorticle like curls.
  10. Hey Chiu, Under your rigidbodysolver node at the way top under solver engine try switching it over to RBD, you should see a difference. I think you yours may be set to bullet. Cheers, Nico
  11. Not sure this is what you're looking for: If you're looking for RBD's interacting with flip, one way would be to dive into your dop and changing the "Feedback Scale" on the flip solver under Volume Motion --> Solver. It defaults to 0, so the rbd won't be affected by the flip fluid, change that and see if that helps Cheers! nico
  12. I agree. I think of it as having just more specific tools in your garage. You probably won't need it everytime but knowing there's more options to problem solve with is always a plus in my book.
  13. It will be much easier if you include a hip file, I'd check your box geo's actual collision geo.
  14. https://www.sidefx.com/docs/houdini14.0/shelf/splashtank I think you're looking for this.
  15. TP's great but the entire system being nodes from the ground up and under the hood has worked out better logically in my brain when it comes to mapping out effects now. I'm still fighting the urge to set up systems like how I did in Maya / TP. The last thing I was using before buying houdini was XSI's ICE which is all node based practically. Finally I decided if I was going to do home freelance FX then it was a no brainer with Houdini's system and the infinite render nodes which turns all my computers around the house into nodes for freelance work etc.
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