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Everything posted by Farmfield

  1. Tentacles, collide and penentration

    FEM is speed up a lot in H15, up to 10x SESI say's. Did a quick setup earlier today, it's a lot more useable in regard to tweaking when it sims that much quicker.
  2. EDIT: Solved it. For some reason "flicks" had turned on in Windows Tablet Settings, turned that off and the tablet behaviour in Houdini returned to normal. *** So the most annoying thing happened, from yesterday to today, for some reason my pen/tablet behavior in Houdini changed from me just being able to drag handles to now needing to use tap-drag. This also applies to orbiting the viewport, from just using alt+drag I now need to alt+tap+drag... And I checked Fusion, Maya, Nuke, nothing changed in those, only in Houdini... What the hell, hehe? And just so we are clear: Drag = just setting the tip down, moving it. Tap-Drag = tap the tip, then setting it down, moving it
  3. CREEP help

    When you get to the point where you stop seeing stuff like anything else than vectors, it's such an eye opener. So I have a point and I want to move it to a position, in reality that means I have a vector and I need to move it to another vector, then you just have to figure out the math and do it.
  4. Flip fluid from object change the original mesh

    If you want perfect edges, I would split the sim using the viscosity as a measure of what to keep/delete, then combine that with the original mesh using VDB combine in the fluid meshing context.
  5. Starting a counter when particles collide?

    There's a hittime attribute, right? So age minus that hittime would be that value.
  6. CREEP help

    Yes. I rewired it like this, forcing the position instead of piping it into the force. arm.pop.setup.v2.hiplc
  7. How to blow up stuff with many explosion centers?

    Hehe, this is the life in Houdini, at least so far we have no need for COP's or CHOP's though you probably need to use SHOP's and ROP's further down the line... But about how I would set it up - breakdown in four steps. 1. Create your model, pre-fracture it and add constraints to the point your model keeps together. (SOP's) 2. Now you create point clouds with directional/velocity values placed in the scene, where you want the explosions to happen. (VOP's in SOP's) 3. Play the sim and it'll just "be", hang on it's own weight, supported by the constraints. (DOP's) 4. Feed the velocity values onto the fracture pieces, you can use expressions or you can use switches (SOP solver in DOP's) Boom. Edit: I also left SI. In 1999. Last version I worked in was 3.8... I am an ancient creature.
  8. How to blow up stuff with many explosion centers?

    I think you haven't got answers because your initial solution seems as personal as any I've seen, not uncommon in the Houdini forums, so if I read that and it's not the way I'd go, if I want to answer, I gotta start figuring out what you are doing and why - which sometimes is interesting, but often not, hehe... In this case I'm not going to bother about what you are doing and why but present how I'd do it - and I'd use point clouds, because I've done that, set it up, and not only does it work well, it's so immensely "directable", you really have full control over everything from timing to how your stuff explodes, in what direction, etc... And to set this up for multiple objects in one go, just create your point cloud velocities, then set it up with a VOP in a SOP solver inside your DOP's, merge in your velocities and use switches to control when you want the velocities to act on your objects. Controllable and very directable, as you can sculpt the velocities... Demo and scene file here: www.vimeo.com/115202251
  9. How to do disintegration effects using volumes?

    For the basic setups I did, no, I just used the remesh node. The downside of keeping it as a mesh is when you will come to the point where the negative displacement goes into negative values and starts doing funky stuff - unless you handle this in VOP's, setting it up so it can't go beyond that point. And setting up the mesh being eaten away as in deleting points/polys, well, you'd do that in SOP's, use the clip node, delete points by boundary, whatever works for what you want. Using volumes you won't run into the issue with mesh reversal, but doing high res volume operations in a solver will of course be pretty darned computationally expensive - add to that the per frame meshing - but handling it as mesh can be expensive too, keeping the mesh dense enough for the remeshing not to create noticeable flickering, etc... You just gotta play around and see what works...
  10. Displacement map for particles?

    So I'm guessing your displacement in rendering isn't that large, so if you don't find a solution to do this in rendering, you could work around it rendering your particles as a separate pass and then comp it on top of your ocean render.
  11. How to do disintegration effects using volumes?

    I played around with the SOP solver using noise in VOP's to drive negative displacement and then remeshing as it pipes out, onto the next frame as it rinses and repeats... If you want to have more control, you'd just create a texture in comp to (or COP's, for those who uses those) and drive the erosion with that. And you can of course use this in the other direction, growing stuff like mold like structures...
  12. wrapping around with electrical bolt

    Weird, opens perfectly here. RAR'ed it, hope it works. Edit, hmm, you using Apprentice? But that opens Houfini Indie hiplc files, right? line.on.surface.rar
  13. wrapping around with electrical bolt

    Here's the basis for the setup. If you have any questions, just shoot, but it's not very complicated. line.on.surface.hiplc
  14. wrapping around with electrical bolt

    Using VDB's and a VOP to sample the volume gradient and value to move points to a specific distance under/on/over an object surface is one solution - I'm half way through a movie but I'll see if I can setup an example and post here tonight.
  15. CREEP help

    So I had this up and running with a fluid sim today but I didn't come to a result I'm eager to share, hehe, I'm only willing to shame myself so far in a forum like this... And the the problem isn't getting it working - you set it up exactly as in the particle sim, though you pipe the POP VOP into the 2nd port of the fluid solver, you can just copy paste it as is as a starting point - the problem is making it look good, and that's tough, fluids aren't the easiest to make took "real" when you start messing with custom forces...
  16. CREEP help

    Och först nu ser jag att du är Svensk. ^ Swedish insult aimed at anyone reading this! Anyways, I got it going with particles on a surface using the gradient and I'm gonna set it up with fluids again now, but I thought I'd post the particle scene file as that's pretty telling on how it works. arm.pop.setup.hiplc
  17. CREEP help

    I looked through mu stuff and I didn't have anything fitting so I created this setup, now you just have to figure out what the hell I did, why and tweak it for 2 weeks until it looks good. EDIT: LOL - and the scenefile I posted actually isn't working as it should, damn, I'm gonna sort it out and repost it.
  18. CREEP help

    I looked through mu stuff and I didn't have anything fitting so I created this setup now. It's a mess, hehe, but it's in the right direction at least. I'm not envious of you having to figure out what the hell I did, why and tweak it for 2 weeks until it's usable.
  19. CREEP help

    For having stuff move around on/in/under surfaces, my personal favorite is converting your mesh to a volume and sampling the gradient to get things moving where I want it to. If you haven't messed with it before, you got the gradient from volume lookups using a POP VOP and it'll give you a vector pointing in the normal direction with a 0-value on the surface with negative values invard and positive outwards, and you just use that for controlling particles/fluids on the surface - or under it.
  20. The VDB from Particles mesher is way faster than the old Houdini Particle Fluid SOP but, as you noted, seems like the Particle Fluid SOP is making a comeback in H15, but taing into regard what was shown, it's a rewritten node, so nothing you can compare to the one available now, even though they share the name. About sharing name, must mean it's backwards compatible, right? Else it'll break any earlier file using that SOP.
  21. Houdini lava bomb effect.

    I would probably do a couple of sims, cache them as VDB's on disk and then start stacking. There's a lot of trickery you can use to remove the duplication look, like using noise on top of your sims, shifting timing, mirroring them in different axis, etc...
  22. hundreds of tiny bubbles in FLIP

    What you want in compositing is a way to get the bubbles to look like they are inside a transparent material, and there are several ways to achieve this. The Zdepth gives a pixel value calculated from the 3D surface position in Z, relative to the camera. It's usually used for creating things like depth of field in compositing, as that is fairly expensive to render out in 3D, but can be used for a lot of other things, from extracting 3D depth data for stereo conversion of 2D imagery to what I was thinking of, using it for color correction or masking the bubbles to create the illusion of them being inside something translucent - or like here, used for the water...
  23. hundreds of tiny bubbles in FLIP

    For creating the bubbles, just take your flip sim particles, pipe them out into SOP's, then do a random sort and finally delete any particles but the amount you want. Then you can just do a normal copy to points type setup with a sphere and some random sizing from point number/id. For rendering them, I'd do that separately, then composite them in using a zdepth pass and general compositing trickery.
  24. Q-Solver Plugin for Realflow

    Dive into a microsolver - or the help for all the gas solvers and such - and I'm pretty sure you can do whatever, it's "just" math, all of it. But Yannik's setups are absolutely awesome, do question about that.
  25. secondary fracture while hit

    You could set up a refracturing system using a ForEach in a SOP solver. I've been meaning to do a full R&D study on that particular subject, replicating setups I've done in Thinking Particles, but I haven't had time, had to push it ahead...