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Showing most liked content on 12/12/2019 in all areas

  1. 1 point
  2. 1 point
    Add the noise to the constraint geometry, then set the third input on the constraint property dop to second context geometry in order to reference the value in the vexpression. vellum_animated_constraint_v001.hiplc
  3. 1 point
    More accurate version. Also supports a length attribute for varying carriage lengths. I left a toggle for the simple calculation as that might be desired in certain circumstances. train_align_v003.hiplc
  4. 1 point
    To do this the right way take a look into the gas wind. The quick and dirty way is to simply advert the fields with you force, but this is not recommended, because it leads to wrong velocities.
  5. 1 point
    Maybe you forget "Gas Project Non Divergent", check this:
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    I think the results look really excellent. Nice work!
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    @Omar Wanis Hi! http://www.issp.ac.ru/ebooks/books/open/Advanced_Fluid_Dynamics.pdf https://www.in.tum.de/fileadmin/w00bws/cg/Research/Publications/2016/NBFlip/nbflip.pdf http://graphics.stanford.edu/courses/cs348c/ http://www.cs.columbia.edu/cg/liquidhair/main_opt.pdf https://cs.uwaterloo.ca/~c2batty/papers/Larionov2017/Larionov2017.pdf https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc17/03/thesis.pdf https://www.diva-portal.org/smash/get/diva2:559073/FULLTEXT01.pdf http://wanochoi.com/lecture/Houdini16_FLIP.pdf http://staffwww.itn.liu.se/~jonun/web/teaching/2011-TNCG13/Lectures/Lecture03-MW/Wrenninge_2011_Fluids.pdf https://pdfs.semanticscholar.org/9a91/863baccd64c570e6912617f2b11cf55a971b.pdf
  10. 1 point
    Houdini Vellum is Pure Evil.... (stuff the FB group....won't post there....bunch of idolators)
  11. 1 point
    You can generate collision / collisionvel fields from the vellum and copy it back to the smoke solver. DOP_Vellum_Pyro_Feedback_RnD_v002.hipnc
  12. 1 point
    Here is my simple code for grouping H17 particles into pre H17 whitewater groups. i@group_foam = 0; i@group_bubbles = 0; i@group_spray = 0; if (@spray>0.0) { i@group_spray = 1; } else { if (@foam>@bubble) { i@group_foam = 1; } else { i@group_bubbles = 1; } }
  13. 1 point
    You can drop down a wrangle before you stamp out your density into the fluidsource. This will allow you to use a ramp to shape density based upon age. float index_into_ramp = fit(@age,0,@life,0,1); f@density = chramp("shape",index_into_ramp); You could also examine velocity and construct something based upon that value as well. Assume particles are falling. // NOTE: -50 is determinend by looking at the spreadsheet for the fastest value. float index_into_ramp = fit(v@v.y,0,-50,0,1); f@density = chramp("shape",index_into_ramp) * 100; f@pscale = chramp("shape",index_into_ramp); You may want to create a second ramp to control the @pscale attribute for size of life perhaps? For distance to object plug your object into the second input of the wrangle and determine the length of the vector from the current particle to the center point of the object on the second input. Typically... float l = length(@P-OpInput1_P); ap_desnity_stamp_by_speed.hipnc
  14. 1 point
    i gotta admit...noobs like me got it easy these days...just take a look how easy it is to Spherify something in H16...and set normals in the same node...but what if the object is not at Origin ? well dive in the file and see... more shenanigans in video.. Spherify_H16.hipnc
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