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Showing most liked content on 06/18/2020 in all areas

  1. 1 point
    You solve intersections for particles with different pscales with POP Grains. That is the way to do it, unless you want to use Vellum grains, which are certainly viable but might be a little bit slower. POP Interact can only apply forces, which are not going to get you clean collisions. pop_advect_grains_toadstorm.hiplc
  2. 1 point
    good point Andrea. too many reasons to list here, but here are a couple - no extra field is created in DOPs, it saves memory. no extra nodes to create the mask field. - more flexibility: you can noise up the mask field directly in VOPs for example. personally I avoid VOPs altogether, it gets messy real fast. VEX is much cleaner. of course, use whatever work for you and get the job done.
  3. 1 point
    Isn't this what the "Count per Primitive" mode of the Scatter SOP is for? scatter_count_per_prim.hipnc
  4. 1 point
    The scatter SOP will use any attribute you want for density and you can write them to your geometry with VEX as per usual. Attached is a demo scene - normally I'd call the attribute 'density' as the scatter SOP expects that but to show that you can use anything I called it 'scatter_density' scatter_density.hiplc
  5. 1 point
    Hey guys, here is what I got from the support:
  6. 1 point
    I did resource and just have FUN .. You have solvers particles ..how to make ripple solver collide and attribute ...Tutto ..some files I have FUn ..some FIles on odforce and sidefx Particles.rar
  7. 1 point
  8. 1 point
    I just imagine a long-time Houdini expert opening a hip file created by a bunch of "everything-must-be-simple" designers showing a "it's gotta work like my program" attitude.. He probably dies instantly
  9. 1 point
    Scratch all that. It turns out I wasn't saving my hip file and pdg pulls from a hip and not the current session. Just stick a little dialogue box asking to save before you do your top cook.
  10. 1 point
    I need to chk for scene because i don't have permission to share it, but let me try to explain. Mesh part I just split particles using speed and vorticity, and low speed/vort areas i used vdb from particle fluid with some smooth mask, same as default particle fluid mesh do and on high speed/vort values i add high res settings on vdb from particles fluid and then just combined 2 vdb volumes and convert to poly, thats all Rendering part - its just fluid mesh with displacment on top, using speed and vorticity to add bit of color, and there is simple bubbles and foam sim render as points under surface. - no this is not like whale sim, on whale i did convert surface filed to mesh and then add displacment, but because i wanted to get all details from sim, i did fluid mesh on this one.
  11. 1 point
    or volumesample() on a vdb sdf. maybe not the most straight forward solution, but one that is pretty handy. and I believe faster on high point counts.
  12. 1 point
    yeah basically you do a 'trace' advection setup, walking backwards in time to find where the fluid would be in the next step. This example's pretty basic, I would want to add some modifiers based on density and velocity magnitude to make the step size more adaptive. rendertime_advection.hip