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Everything posted by Atom

  1. $ variables are on their way out. Try to get used to leveraging VEX functions. In this case I calculated the bounding box for the original cube and saved it on the points. Then after the extrude I fetch value from getbbox_size and use half the X axis length to position the pivot. ap_how to move the pivot.hipnc
  2. Voxels aren't linear. Half of your particle separation might cause 100x increase in collision resolution. Your simulation time may go up.
  3. I would use it the other way around. I would make the collision surface have a lower particle separation and raise the fluid particle separation. It's har to say without seeing the HIP.
  4. redshift Error opening the tile device

    Just look in your target render folder for images. What is happening is that each time a frame is rendered, MPlay uses a little more memory. If your frame sequence is long enough, MPlay will consume all physical ram and produce the Tile error inside of Redshift when it requests more memory for the new frame.
  5. That GTX is the low end of Redshfit compatibility. It should get you up and running. I have a demo license that runs fine on my GTX660. But continued support of these now, low end cards, may not continue. You can try out the demo and see if it works.
  6. You can decouple collision separation from particle separation. Run your collision resolution at a fixed value and your particle separation at another.
  7. That is what .sim files are for. You are essentially caching the state of the simulation. You should be able to resume from the last saved .sim frame number. When you resume, resume from the next frame number, not frame #1.
  8. FLIP- fluid going thru collision geometry

    You could take a look at this setup. I believe it tries to remove all velocity motion and simulate at world origin. Then the translation is re introduced to the final output to track the moving object.
  9. Here is another attempt to control the carve value. I promoted the i@id, from the dopnet from points to primitives to avoid any changing @primnums. int duration = 240; // ten seconds @ 24fps. $FEND int travel_time = 96; // frame count to traverse length. i@on_frame = int(fit01(rand(@id),6,(duration-travel_time))); i@off_frame = i@on_frame + int(fit01(rand(@id+801),6,travel_time)); if ((@Frame>=i@on_frame) && (@Frame<=i@off_frame)) { f@carveValue = fit(@Frame,i@on_frame,i@off_frame,0,1); // or 1,0 } else { f@carveValue = 1.0; // or 0.0. } ap_CheckEvery10SecondsAndConnectOrDisconnect-elaborated.hipnc
  10. Here is an attempt to remove and establish the line between the points. This is every 24 frames. It leverages your idea of programming the Carve with an on off value. ap_CheckEvery10SecondsAndConnectOrDisconnect-elaborated.hipnc
  11. Making tidal wave

    That is a modified version of Hernan's source file here,
  12. Some of the pyro clusters aren't even visible

    Here is the final HIP from the video tutorial. Maybe you can swap the rubber toy with your comet? ap_pyro_cluster_for_keyframed_geo_072617.hipnc
  13. Making tidal wave

    You can have the boolean seam result hang out in space. Animate the grid to track the bottom of the wave and animate the particle activation when you need to spray more particles. ap_WaveDeformerTestQuickMask_edit2.hiplc
  14. Some of the pyro clusters aren't even visible

    There are a few problems. One is that you need to Object Merge Into This Object or your fuel supply may be generated outside of a cluster bounds. You are currently basing your fuel supply on the cluster points. You should be basing your fuel supply on a single point that is moving along the cluster line. Consider using a carve followed by a delete all but point zero to achieve this or extract the centroid from the moving geometry to generate the fuel. Drop down a bounds node around all the cluster points and expand it on the Z axis in both directions. Supply this bounding geometry to the fluid resize node. This will make sure the master domain that the cluster's reside within, are indeed inside the possible simulation box. Make sure your (10,10,10) cluster scale value is actually big enough to contain your initial fuel supply.
  15. The basic concept is to use a RaySwitch. Plug the Incandescent into the giColor of the switch. This way you can still use the emission color on the rsMaterial and then another emission color from the rsIncandescent. In this mode, you can really over crank the rsIncandesent Intensity. Think of the Alpha value as a noise fall off. As Intensity goes up, try turning alpha down to tame fringe noise.
  16. Motion Blur on Switcher Cameras

    Shift one frame before you need to then discard that frame during the compositing process. Maybe render the first frame of the camera switch with motion blur turned off..?
  17. Thanks, for the tip, I'll give that a try next time.
  18. Does anyone know how to install fonts on Ubuntu 18.04? I used the standard right-click Open With Fonts, and the INSTALL button. After a reboot, Gimp can see my new font, but Houdini can't?
  19. Raining Fuel (No Clustering)

    Now with synchronized large chunk fracture. I've activated Impact records on the PopSolver and use that to generate all the impact points. There is no constraint network, only managing the i@active attribute for the pre-fractured pieces. Trying to keep the scene as light weight as possible. Timed metaballs appear, hold in place, and disappear at the impact points to introduce force on the newly activated pieces. ap_raining_fuel_trails_fracture_111919.hiplc
  20. A simple exercise to deposit fuel at impact points that are generated from a particle system. No clustering used. ap_raining_fuel_111719.hiplc
  21. Raining Fuel (No Clustering)

    Here is a modification where the impact particle is set to slide. A trail sop is used to generate a line length, for the sliding particle, which is turned into a tapered polywire. The sliding polywire becomes the fuel source. ap_raining_fuel_trails_111819.hiplc
  22. Raining Fuel (No Clustering)

    Here is an update with obstacles, sliding fuel sources, randomized fuel shape and strong prevailing winds. ap_raining_fuel_111819.hiplc
  23. Timeline markers?

    Yes, if you only put a single set of keyframes on the NULL. When you select the NULL, keyframes from other objects are no longer displayed in the timeline, but the NULL keyframes will be displayed instead. You can use CTRL-RIGHT/LEFT arrow to jump to them. It does introduce the selection dance to your workflow, but is an existing way to emulate that feature. I personally don't miss timeline markers at all.
  24. Timeline markers?

    You can always key frame a null, those values will show up in the time line. You can think of those as markers. Select the null and use the jump to next keyframe button.
  25. That is a fun one to play around with.