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kleer001

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Everything posted by kleer001

  1. H17 Water Rendering Issues

    Yup, that's your problem. I've run into it before. I'm coincidentally fixing it at work too. It's a pain in the arse. Try going without the volume part of the render, if you can't change the sim. There's many places to try to fix it and prevent those render busting bubbles.
  2. Proper Branching Topology

    Just stick the branches into the trunk and other branches. You most likely don't need it to be water tight single perfectly modeled object like it might come out of ZBrush. Don't fall into a science-experiment mentality, it's an endless rabbit hole. Just get the pixels out
  3. Advice for making paint flow down a wall

    From what I understand you want the fluid to reconnect into a coherent stream after colliding with the bottle. This is actually counter to the behavior of the viscosity. Viscosity is basically the fluid trying to move the same as its neighbor. The higher the viscosity the less each point in the sim wants to spread out. And you want some spread. And unless you put in some additional forces to make it flow around the bottle it's never going to happen. Also it looks like your collision object of the wall and floor could use some additional definition. Try upping the divisions to 120 or so until the blue collision preview geo matches more closely to your poly geo. Here are some things to help make it look like you want: (mix and match at will) 1) Put the bottle in a little divot, in a little downward bump for the fluid to fill up as it goes around. A little smooth cup under the bottle with a wide downward slope. Maybe an extra radius around on each side and as deep as twice to four times your particle separation. 2) Put the whole shelf on a downward angle going down to the back where the wall is. Just one degree or less. Make sure you have enough definition in your collision object. 3) Make an advection field around your bottle. This is probably one of the trickier solutions and might look odd and require a bit of fussyness. It's more of an advanced trick. 4) Radically reduce your viscosity. You can thicken up the fluid later when you're surfacing or turn down gravity if it's flowing too fast.
  4. Proper Branching Topology

    Three weeks in and you're already in the deep end. This is a non trivial problem you're trying to solve. I've seen solutions come out of VFX studios, but they had multiple expert users (and math geniuses) working on it for months. What are your parameters for "proper branching topology" ? What are you trying to get that you don't already have? Certain kinds of UVs? What are you going to be doing with this geo? Projecting a texture? Baking on a 3D texture? Also your example file is based on some geo you didn't include. Please use Tommy, everyone has that geo.
  5. Cut a moving object with solver ?

    I don't quite understand your strategy or your problem. Please post a hip file.
  6. Frozen Particles

    I had a bit of time to get your setup to work. Real quick, trim off one of the lines to your merge1 from the pyrosolver, and turn off the dopimport1 in your emitter_source. Also do your preliminary work with a much more coarse grid, 0.06 or more, 0.1 or so until you get all the relationships and behavior you expect. You probably just want to turn off your resize_container>Max Bounds>Clamp To Maximum then your resize will keep going. (Also you need to check on the effect from multiple angles. Then the reason would be more clear. ) You also probably want to increase your Dissipation. Thinking about stuck particles I'd use the Alpha attribute to fade them out based on velocity. What effect are you aiming for?
  7. Why do you want to do this? What do you think you will achieve?
  8. Cut Copies

    Play with converting a vector field to polygons. Start with straight up normalized -1,-1,-1 to 1,1,1 noise and go from there.
  9. H17 Water Rendering Issues

    My intuition tells me there's a problem with the geometry, but that's difficult to diagnose. I think your water might be creating holes randomly, the top and the bottom of the water meeting and making bubbles which confuses the volume renderer, it doesn't know what's inside or outside. A fix? Deeper water. Or create your volume manually, but that leads to rough rasterized edges. How to test? Make a much smaller demo scene with similar settings and relationships between the parts.
  10. H17 Water Rendering Issues

    Have you been able to replicate this error with a small and simpler scene?
  11. Space ship reentry effect

    I'd drop the particles and sims entirely and do it with a animated noise texture, some ramps, and glow in comp.
  12. Timeline markers?

    You're very welcome! Why obvious? Where have you seen it before?
  13. The correct way to handle collisions?

    Yea, I'd do the collision as a force/acceleration instead of a positional update. Then maybe take it out the next frame? Also, why? Just to learn? Vellum is awesome.
  14. The correct way to handle collisions?

    Are your computations using acceleration? Are you manually recalculating the constraints after the collision?
  15. Timeline markers?

    If I understand correctly what you're asking... Placing arbitrary non-parameter-based-keyframe markers on the timeline is not currently possible from default Houdini at the moment. If you want a work-around then create a null, call it "Marker" and place keyframes where you want to mark them. Then, when you select that node those markers are visible. If you want a non-parameter-based-keyframe marker your best bet is to create a detailed RFE over at https://www.sidefx.com/bugs/submit/ and then wait to see if the DEV Gods find your suggestion well formed. If you want to get into the weeds and do it yourself here's the playbar park of the SDK: https://www.sidefx.com/docs/hdk/class_h_o_m__playbar.html#ab7b9337b20b1188221ff1761e1058949 There's also the Network boxes and stickie notes: https://www.sidefx.com/docs/houdini/network/organize.html
  16. The correct way to handle collisions?

    Are you doing this before or after other dynamics calculations? Might be a one-off error.
  17. The correct way to handle collisions?

    Someone else might be better with the math and code. But I'm not. Please post a minimalist version of your hip file so myself and others can have a chance to play with it until it's right and get back to you with an answer. Barring that you may want to integrate your collision with an acceleration or a velocity change instead of a straight position change. And/or put a acceleration/velocity limiter in there too.
  18. The visualizer only shows colors for the display, as you've found out. If you want actual colors on your geometry use a Color SOP.
  19. Volume Preserving Deformation

    Looks great to me. What do you think is missing?
  20. ffmpeg multi file output top

    Why do you want separate videos? I'm doing something similar but combining the sequences with an ImageMagick Montage TOP as well and labeling for current variable value. See attached for the full biz. topstest_02.hip
  21. Centipide Rig

    Looks great! It'd be good to hear of any lessons learned during the work. Or any special expressions you're using. Or even a hip file.
  22. Help with a tutorial I am learning please?

    like this guy?
  23. Tree For Upcoming Project

    Holy smokes that looks amazing! Only two things are bothering me, the branches seem really rubbery (there's probably settings for that), and the leaves don't seem to collide with the tree (this seems much more difficult).
  24. Splash without tank

    Have you gotten the shared center do get directionality from? I'd experiement with a piece of geo or vdb for the impact volume and get directions for the explosion from there. Also it looks like they're using a POP fluid setup.
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