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About gowthaman

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  1. RBD simulation on deforming object

    Hello everyone, I have a ground surface which has a basic crack animation that makes the ground split it into two along the crack. It is imported from Maya as an alembic sequence. I am working to get small fractured pieces to fall off as debris as the crack grows. After reading lot of posts and going through sample hip files in this forum, I was able to figure out how to make the debris fall off as the crack grows. (using active value node) This works like a charm if I am doing it on a simple box without any deformation. If I switch it back to the alembic sequence, I am not getting the result. I tried checking "use deforming objects" option in RBD but no luck. I was going through this video I'm assuming I can achieve the effect I'm going after if I use his approach. In the comment section he has mentioned that the voronoid is applied to the T-pose of the object and not to the sequence. Then he matched the P attribute to the animated character. I'm not sure how to do that? Is there any other way to approach this issue? Thanks, Gowthaman Ilango.
  2. Curved motion blur for FLIP waterfall simulation

    But doesn't FLIP converts particles to surface geometry before rendering? If I am rendering just the points how can I get it to look like a fluid?
  3. Curved motion blur for FLIP waterfall simulation

    Thanks for your replies. I also emailed Mr. Jason Iversen regarding this issue and he suggested the following solution. Curved motion blur with particles is rather tricky, as you can't do it with Velocity Attribute blur as there is only a single velocity represented in that info when you need multiple 'slices'; you have to synthesize some constant-topology shapes so that you can use Geo Time Samples (which is Deformation Blur, essentially). You can do it with some clever SOP tricks where you analyse the particles over the shutter time and reject (or extrapolate) particle which are born or disappear in that time window, and then ensure you have a constant point count for that window, based on the "id" attribute, and then use Geo Time Samples instead of Velocity Attribute blur. I am trying to implement this solution but finding it hard to figure out how to do this. Any suggestions?
  4. Curved motion blur for FLIP waterfall simulation

    ok, then what is the correct way to do without using fluid surface? Sorry, I am not an expert in houdini.
  5. Curved motion blur for FLIP waterfall simulation

    Thanks for your reply. I tried your solution but it is not working. I want to make sure I am doing the process correct. 1. I saved the fluid surface as bgeo files in the disk. 2. Then imported the geo data through file node and connected the timeblend node to the file node. 3. Then set the Geo Time samples to 10 in mantra node and camera shutter time to 0.75. What am I doing wrong?
  6. Hello everyone, I am currently working on a waterfall Simulation using FLIP in houdini. I am using Geometry velocity blur to get the motion blur which is giving line streaks in render. How to achieve curved motion blur? I tried using deformation motion blur with more Geo Time samples but it is not working. Any suggestions? Regards, Gowthaman Ilango M.F.A Graduate Student Digital Production Arts Clemson University