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  1. Heightfield Texture from Geo

    Drop down a height field output node and read the help card. I think you can output to texture with that.
  2. FLIP volume loss: water wheel

    Here's my tweak of your scene. I basically reset everything to the defaults. ap_water_wheel_v_01.hiplc
  3. Programmatically layout/home nodes ?

    There is a method for a node called moveToGoodPosition(). It's available through python, but probably in the HDK as well. You should call it for each new node created. It's like pressing the L-KEY in the network view.
  4. Strange water simulation

    Fluid from object is a one-shot fluid generator. You probably want to try the Emit Particle Fluid button instead.
  5. Paint splash via heightfields?

    Have you checked out Konstantin's thread?
  6. [SOLVED] @P in Flip/POP Vexpression

    In my experience, not all node parameters are "writable" from a vexpression, but you can try by directly assigning to the name you see in the tooltip popup. For this example, create a single point in your scene and reference it using the vex point function. Us the fit to remap the minimum and maximum distance into a new wind value for your scene. // Fetch point attribute from any node, anywhere. vector p1 = point("../obj/geo_one_point/OUT","P",0); float dist = distance(@P-p1); // Remap distance into new wind Y range value. float result = fit(dist,0,10, -0.5,-2); windy = result;
  7. Inside the SopSolver inside the dopnetwork try moving the display flag to the attribute transfer. Without that, I don't think your Cd transfer is actually working. Also, you may want to add Cd to the list of interpolated attributes under the Reseeding TAB of the FLIP solver.
  8. I just create the compressed cache first, which will require the full simulation time (NOTE: Whitewater will fetch its input from this node). Then I'll load that from disk and use it to generate the surface cache. If you are truly seeing a resim, perhaps another node is actually fetching from the dopnetwork, or you left the displayflag for the dopnetwork turned not (you don't need that, the import will fetch that data). If you're not seeing the simulation message, perhaps what you are experiencing is simply slow load times of the cache data. That can't be avoided. Place cache data on SSD drive, if possible. Try turning off your display flags and solo the import.
  9. Subdivide the result of a boolean. Issues.

    Try choosing another Subdivision Algorithm, like OpenSubdivLoop.
  10. Redshift Compositing

    Try using a sprite after your texture to cut out your card then you don't have to worry about excluding it from lighting because the above technique does not run through any shader.
  11. Pyro, not working in Redshift

    It looks like you have disabled the Import checkbox on your Density field. You need density to render with any render system.
  12. Drive Particles from Point A to Point B

    This is an implementation of Blender's keyed particle system.
  13. Dream config comes true

    I think I would pick an nVidia card instead.
  14. "Banding" effect on pop sim

    On the DOPNetwork titled "Experiment" there is an Object field. This field contains an asterisk by default denoting the wildcard of all nodes with geometry inside the dop network. If you examine your network you'll discover that there is a StaticCollision node named geo1. When you import everything using the asterisk the collision geometry is imported as well. Houdini supports some symbolic grammar to allow you to modify this list. You can use the caret symbol to exclude an object from import. Try using... * ^geo1 to import the particles but exclude the geo1 collision node inside the dopnetwork.
  15. Random vellum pressure

    They may have used some form of animated mask or mass transfer. You can draw seams with color and inflate the non-seams. ap_vellum_mask_based_seams.hiplc This one is using an attributefrommap node to load in a grid texture map.
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