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Showing most liked content on 12/29/2016 in all areas

  1. 3 points
    some fixes volume on some pieces was with "-" sign and volume was for one side, not for whole piece. still playing with methods for realistic ice behavior. Thanks David! I built something like that in scene, it's works well on the ground, but some pieces blowing up when it does not need to do. I'll try to add some constraint to simulation. Buoyancy_v01.hip
  2. 2 points
    Hi everyone! GridMarkets' new Featured Houdini Artist is Alvaro Segura, Houdini FX Lead at MPC Los Angeles. He shares his thoughts on art, shows us how to build a simple fractal system using VEX and as a bonus, we get a glimpse into the cloud system he is currently building. We hope you enjoy this last profile for 2016 and wish you all a Happy New Year, Patricia and the GridMarkets Team
  3. 1 point
    No I am not from INRIA, but that course that I took (one semester) was taught by a brilliant Chilean post doctorate who was at that time, at the local branch of INRIA in the city where I was studying. He also came from MIT. (I'm not in academia -- I don't know why he was there). We also worked on implementing a parts of a ray tracer in C++.. I also secretly worshiped another INRIA guy but not for his NPR research, but his juggling skills.
  4. 1 point
    YAY! I stopped being scared and dived inside the RBD Angular Spring Constraint node and worked out how to alter it so that rotations can be keyed. This means animated servo's seem possible with this setup(Though I'm not sure if this is the best method still) When I dove inside, I noticed that there was an extra parameter not exposed. Rotation. I set that to evaluate always, and created a new parameter on the top level node. Worked a treat. Now you can key rotation and it should work as expected. Now, how to get it with procedural constraints and packed geo....... rl_servo_04.hip
  5. 1 point
    For a job that did not happen I created this as R&D for importing .csv files with lat/long coordinates and placing them on a primitive sphere via VEX: Every red dot is a town or city (or part of a larger city). Test-data from here: https://www.maxmind.com/en/free-world-cities-database Basically it's: Table Import to load -> Lat/Long remap to 0-1 in a point wrangle -> position points with primuv on a primitive sphere.
  6. 1 point
    Here, just added enforce boundary node for the heat field. problem_fire_collision_alexFix.hip
  7. 1 point
    I have put together a short video that shows how to form particles on a surface then shake them off into the world. I call it Surface Condensation Shake Off. ap_surface_condensation_shake_off_TUT_END.hiplc
  8. 1 point
    Glad you found an answer. Depending on your setup, you possibly could also use the "Pump From Object" shelf tool. This tool uses a FluidSource SOP to create a velocity field from geometry point velocities, then a SourceVolume DOP to bring those velocities into the FLIP simulation, giving you a fair bit of control. Attached is an example of using a simple POP net to transfer particles velocities to a FLIP tank, all set up with shelf tools. A similar setup should work with Pyro sims as well. pump_from_particles.hip