Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


Everything posted by Farmfield

  1. RBD to FLIP, delete piece after feeding it to FLIP

    Hmm, the second file works in regard to killing the duplicate geo's, but it also feeds geometry into the flip solver, trying to figure out the point rasterizing now but not having much luck. I think the whole idea of doing any of that step in DOPs is a miscalculation from my side, if you set this up in a solver on the incoming (unpacked) pieces, then unpack and rasterize to points, you only feed in the points in a SOP solver. LOL, how the hell did this turn out to be complicated?
  2. How to creat subdivision pattern ?

    First off, wowness. Damn, F1, that is really cool. In regard to animation, in the video in the first post, seems like he's just using color noise to control subdivision iterations, not very complicated if you got the base for the subdivisions themselves. But I would propose you could do some seriously cool animations with this using it in conjunction with a polywalk or unfold setup.
  3. RBD to FLIP, delete piece after feeding it to FLIP

    Hehe, like I haven't played with DOPs over these 1-1/2 years I've been using Houdini... I think I'm somehow over-complicating it and that I at some point will have a serious DUH moment realizing how stupid I have been - but for some reason I haven't got there yet. It's probably because I got into Houdini just as the new POPs where introduced and spent a lot of time trying to figure them out, replicating setups I had done in TP, etc. - it scrambled my head in regard to DOPs in general. And it's not like I can't do a lot in DOPs, it's just that I don't get how the data flows through the system so when I run into something like this, it becomes a trial and error type situation. Well, I do get most of your first setup now, I get what it does and how, so perhaps if I break it down further I'll get a clearer picture of how the data flows and perhaps I'll have that DUH moment. I haven't checked your second file yet but I will as soon as I post this reply.
  4. blend effect between different geometry

    So I did a setup but got kinda stuck, so I created this thread. Dunno if you've seen it but some interesting scene files in there now.
  5. I need help Custom FLIP Splash

    You can do that with a custom velocity field but before trying that, play with the forcescale and velocityscale in the FLIP solver, using that you can increase the bounce/push of the water colliding with other objects. As for velocity fields, I have 1-2 examples with scene files in my Vimeo feed. As FLIP are particles (and you can pipe in POP forces directly into the FLIP solver), you'd set it up more or less exactly as in those setups.
  6. RBD to FLIP, delete piece after feeding it to FLIP

    Naeh, I mean data flow like in the execution order, I still haven't really got my head around that fully in regard to Houdini DOPs - though my main battle with it has been in POPs with groups and streams, not in RBD, Pyro or FLIP. (until now) Looking at your mod of my setup, it's just over my head, and I think it's due to the above. Let's just take your piecesData->OUT_PCDATA chain in the torus SOP network. I don't understand what you are fetching from the OUT_PCDATA and/or if (and where?) you feed something from DOPs back into the piecesData. And you say you are storing pieces in the SOP geometry node? My best guess is you are importing the reference of the pieces from the torus, comparing if they already exist in the SOP solver, and if so deleting them..? And wow, I'm really not used to feeling this stupid. I have a close friend who's a Ph.D in particle physicis and we can talk quantum field theory without me feeling as lost as you usually make me feel.
  7. How to creat subdivision pattern ?

    Well, it was so long since I used C4D I shouldn't really comment about it, but I know 3ds Max has - and that's in regard to the pattern selection tools, the subdivision part I'm unsure of, but probably not so much. And it doesn't surprise me it's scripted, the more you learn Houdini the more you reach for VEX, it's all about that low level control, and my experience is the cooler the stuff you see, the more VEX (or Python, Maxscript, MEL) is in it. One thing that strikes me, though, is how you create selection patterns like this on generic triangulated meshes where you don't really have a pattern in the poly/edge numbering. I'm guessing it's the same math/methodology as doing polywalk setups, you start at one point and spread out from that. I feel I really have some way to go before I'm at that point where I can set that up, doing unfolds and alike, the stuff that F1, Pavel, Andrew and their likes can do in their sleep.
  8. RBD to FLIP, delete piece after feeding it to FLIP

    I created this setup for this guy, but I kinda got stuck with this issue... @Pavel You confused the shit out of me with that one - I know what you did, does, if I look at it on a per node basis, so to speak - but I don't get how the data flows. Well, I'll break it down and figure it out I hope. Damn, Houdini (and this forum) is really good at making me feel really dumb.
  9. RBD to FLIP, delete piece after feeding it to FLIP

    Hehe, I just put this thing together due to a question in another thread here at ODF, but I couldn't figure out a good solution for feeding each piece into FLIP just once - and I'm doing other Houdini work - like actual work - so I can't let that go and figure this out right now. I'll see if I get more time tomorrow and see if I can figure it out - and I'm talking about a simple solution, I already know a complicated one but for doing this type of stuff, helping people here or the files I put on Vimeo, the goal is to simplify it to the max.
  10. RBD to FLIP, delete piece after feeding it to FLIP

    Exactly, I just want to add the piece-points to the flip once, then delete the piece - or something to that effect. Worst case scenario, I'll have to do that array thingy, but there just gotta be a simpler way than doing a per piece lookup in VEX for solving this, I know there's something simple I'm missing. Edit: Also kinda confused why I would use blend shapes..? It's already turning to FLIP, it's just doing it too many times per piece, so to speak.
  11. RBD to FLIP, delete piece after feeding it to FLIP

    As it works now, the pieces are fed in on every fame, I want them fed in once, then delete them or any other way that won't continue feeding them into the FLIP sim. But I'll check the file, either you did that or not. Edit: LOL, no, I dunno what you did, really, other than move the point creation form the SOP solver to the SOP, it still feeds the pieces into the FLIP sim continuously. Though I think I might have come up with one just this instant - hmm, lets test creating an age and deleting them from that.
  12. How to creat subdivision pattern ?

    I think C4D, as Max, has some nifty selection tools where you can select points/edges/polys by pattern, using default selection sets provided by the tool. You should be able to recreate them by grouping edges by pattern, even grouping more than once and combining, then start playing with the different subdivision types - as well as with the selection patterns. I think this is a good example on a feature implemented in a 3D app as you couldn't create it using the tools of the app, that you have to recreate yourself in Houdini because you can create it using the tools in Houdini. It reminds me of one of the first things I wanted to do, learning Houdini. I wanted to rotate a particle around its velocity axis, a feature available as "standard" in Pflow and Thinking Particles. In Houdini you gotta build that in a VOP (or using VEX), not very easy if you don't know what a quaternion is. This feels kinda similar to that.
  13. So there's a ton of free MOCAP data out there but anyone got a source for baked MOCAP meshes or alike? I'm just looking for stuff to test "on top of", so I'm not particularly interested in messing about, converting bvh data for the default biped's, etc... Or perhaps there's some alternative I missed?
  14. Best Particles and fluid simulation tool?

    Don't know what setting you got going but that seems slow as hell for a render like that.
  15. blend effect between different geometry

    Well, no, Pyro isn't points. It's about shifting something into points if you want to "add" it to the FLIP, which I was thinking here. But if you are talking more about the actual transition, you'd do it in the fluid meshing, converting your object to VDB and combining it in/during meshing. The new particle fluid surface SOP is a digital asset and I think it would be easiest to do this inside that as you already have the VDB conversion going on in there.
  16. Pops following animated mesh

    If you want to birth and keep particles on a deforming surface, a ray SOP in a SOP solver works really well. surface_pop.hiplc
  17. blend effect between different geometry

    FLIP are points so you start with that, you got geo you want to turn into points. Next step is to feed the points into the FLIP stream. I'll see if I can get something set up for you but here's a similar example, going from Pyro to FLIP...
  18. Looking for MOCAP as mesh for testing

    Thanks for the tip, but no, I'm not getting into the Creative Cloud crap. In regard to Adobe, I only use Photoshop - and hardly that - and I just don't want to get into messing with the Adobe cloud services.
  19. Best Particles and fluid simulation tool?

    @Hernan After 1-1/2 years in Houdini most other 3D apps I've worked with over the years (Max, Maya, Blender) make me cry. It usually only takes minutes before I realize I have no access to anything, compared to Houdini, and panic starts to build. I would say that is the most dangerous thing with Houdini, after you get a taste of the total control, there's just no way back. And I agree Nuke is yet another example of that as I had a similar experience migrating to Nuke, years back. And I always tell the truth in here, I feel it would be counterproductive for me to come in here talking about my pet comodo dragon, I only do that out partying to impress women.
  20. novice> rendering 3d math equations

    I would guess Garman Herigstad covers enough in these to get you started, finished and then some. https://www.youtube.com/user/vizylists/playlists?shelf_id=5&sort=dd&view=50
  21. Best Particles and fluid simulation tool?

    I actually never done it, but there's a trace SOP in Houdini, it'll create splines from a 2D image, then you just extrude that, or feed it into a VDB, smooth and then mesh it.
  22. Flat tank sim looks like in slow motion

    It's just not a resolution issue? Try cranking up the resolution. Also check your ship collision geo. You also have feedback scale and stuff to play with in the solver, I often crank that up to get a "splashier" result, at least for smaller sims.
  23. Best Particles and fluid simulation tool?

    The problem with Houdini isn't it's complicated, I think this is probably the easiest 3D application in many ways because it's all very low level - in a good way - the problem with Houdini is, it's a lot to take in. And I don't mean like a lot to take in when you start learning, it's just a lot to take in period, so it takes time. The upside is, it's throughout ,amazingly consistent, so you use and reuse a lot of the same methodology wherever you are and whatever you do, so a point in a mesh is a particle is a grain is a FLIP fluid particle, and in most regards, you can really handle them the same way.
  24. Best Particles and fluid simulation tool?

    IMO, the best fluid solver in regard to the look is the physbam one ILM has, Naiad is also great. That being said, seeing Houdini implemented the Disney APIC stuff into the FLIP solver in Houdini 15, I have a hard time believing Houdini can't compete with the aforementioned solvers. Add to that the level of control in Houdini - there's just no way anything beats Houdini in regard to control because you can't get more than complete control. As a crazy example, you could setup depth based viscosity with one line of VEX in a POP wrangle (*) - that is what makes Houdini so badass, IMO, at least. * @viscosity *= (@P.y < 0) ? @P.y * -1 * <some multiplier> : 1;
  25. constraint generation weirdness

    That's because the constraints are only read in on the first frame. I can't look at the file now, I'll see if I can sort it out later this evening, if you haven't figured it out until then.