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Showing most liked content on 02/13/2020 in all areas

  1. 4 points
    A little experiment I like to nickname: 'Life as a VFX Artist'
  2. 1 point
    sorry for spamming
  3. 1 point
    @Librarian Sorry for taking ages to reply. I've been working on it based on what you sent here and also your amazing 'nature fun' thread. Here's what I came up with. It's not what I had originally intended but I decided to try something different so that I could move forward.
  4. 1 point
    Because you have a bunch of overlapping grains and there's no other way to resolve them. Use a polygon sphere instead of a mesh, and redefine your grain sizes so they don't overlap. Vellum HATES overlapping points and will explode.
  5. 1 point
    It was recommended a few years back to try to simulate everything at real world size, but since then it has been discovered that Houdini has a "sweet" spot for simulation sizes. If you sim too small or too large, you have to use unreasonable separtions sizes and crazy collision resolutions that gobble up your memory. A recent trend is to simulate in the "sweet" spot and rescale your simulation to match your final world size. You can test this theory with your own scene. Scale your cups and emitter down to 0.03. This makes them the correct size for a cup to fit in one of the Default shelf tool character's hand. However, you'll quickly discover that you can't set the collision resolution small enough even if you decouple the collision resolution from the particle separation. While your scale is large and flip calculations are affected by larger scales, your basic setup works. Instead of adding wind to your simulation try replacing that with a PopDrag. This will slow down your particle movement, but you can boost the collision velocity scale to make up the difference. I set the Grid Scale to 1.0 to help with the fluid loss and enabled reseeding to smooth it out a bit. ap_Coffee_NEW_03.hipnc
  6. 1 point
    You could get rid of edges early (if possible) by Divide's option "Remove shared edges". If your edges are perfectly flat, simply Group edges by angle, then try to Dissolve. It may fail on complex dissolves. There is no general way for dealing with curvature thresholds, you need to use more complex networks to deal with different types of geometry, by using groups and attributes computed before. remove_coplanar_edges.hipnc