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Showing most liked content on 10/21/2016 in all areas

  1. 1 point
  2. 1 point
    IMO the most impressive use of Volume FFT is here: If you download the code you'll find a bunch of .hip files that do smoke simulation via FFT as per the paper.
  3. 1 point
    That's not a space colonization algorithm. Simpler setup with Houdini's built-in nodes - connect adjacent pieces and find shortest path. You need to play a bit with scattering of points to get it similar to that one in the video. growth_path.hipnc
  4. 1 point
    In Houdini 15 you could use the convert line SOP.
  5. 1 point
    here is a file with 2 methods 1. literally converted your setup to new loops 2. simpler and more efficient way foreach_stackobjects_feedbacksystem_fix.hipnc
  6. 1 point
    Hey harima, thanks for the hip, it more clear like this what could be the problem. 3 things you can do: First, give your particles a scale with a pop property or using @pscale. So they have a specific size to be able to detect the surface before the point hit it. I think it should resolve almost all the problem but... I think you can also play with the default particle size in the pop collision detect if you d'ont want to set the pscale attribute. Adding substeps to your Dopnetwork will also help detecting the collision, if some are not detected yet with the pscale And give more resolution to your staticobject never hurt, 30 is a bit low. Increase the divsion size in collision/RBDSolver/volume " uniform Division" Check show Collision guide Geometry if you want to verify if you have enough resolution. Cheers Doum
  7. 1 point
    I would like to help and give a try on my side, but I'm in a rush for the week, I have to deliver a shot and my computer is working on a sim right now taking all the power . I've this hip file, I hope it can help you. Rnd_v01.hip
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