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Everything posted by HM_2020
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cool foam!
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Cheers, edited H version. Cheers but the other post is just about corrupted headers from recovered files, but for us its happening when baking some IFDS through TOPS, H crashes and the hip is dead.
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Anyone run into an issue where H18.5 crashes and corrupts the hip when baking IFDs using TOPs? Really strange. Cheers!
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Could you just do a ton of 3x3 polys with random bent shape, vellum, squash em, texture with a cluster texture? Or you want them to be completely volumetric? Could try the polygon "Asterisk" like in games, with a fuzz cluster texture and it would sort of have depth until squashing.... Simulating every strand etc would be a bit mad but doable if you really needed vellum hairs.
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Crop WaveTank Compressed Sim for small swatch to test White Water Source?
HM_2020 posted a topic in Effects
Any other suggestions on how to take a large wavetank sim, and crop just a small swatch, to do whitewater testing on, instead of the huge tank? I need to take the compressed fluid cache, and crop out a small bit. Tried something like this which sort of worked, but the whitewater source changed completely, so I am guessing I am screwing up something? Cheers! this is the ww source before cropping - this is ww source after, completely different as if it has more curvature?-
- whitewater
- flip
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setting up Flip distributed Simulation on a single machine
HM_2020 replied to crow9350's topic in Effects
Yeah I thought of that, just do a bunch of small domains with edge boundaries, combine all the flip sims into one with soft edges, then do whitewater from that... but it will look like mixed sims a bit. -
setting up Flip distributed Simulation on a single machine
HM_2020 replied to crow9350's topic in Effects
Well that sucks. So you can not simply sim one slice, finish, sim another etc on one box? Damn... -
Houdini : Need Suggestion for talcum powder simulation
HM_2020 replied to chetalvfx's topic in Effects
I vote for pyro sim for bulk with particles advected for details -
What about trying 19 Vellum Fluids?
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- interaction
- flip-fluid
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Cheers all. This is the key I was trying to determine... can a Wave tank still match the spectra on its edges... and seems sort of using the boundaries, if large enough will smooth out the sim in middle as it nears edge, to then match Spectra. Although can look a bit strange if you have much vel and details that then must slow down and flatten to the edge. And yes Guided wont give you nice rolling waves, it will simply follow the spectra, so a wave may rise and start but will never make a "pipe" like surfers ride. So in the end a Wave Tank is best to use if you want some nice pipes and splashes that then mix into a Spectra. I also did wonder if Guided would somehow be faster to sim but its not really.
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Ocean experts - what is really the difference these days between a Guided Ocean and just a Wave Tank? Are Guided Oceans just legacy and no use anymore? Pros and Cons? Cheers!
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setting up Flip distributed Simulation on a single machine
HM_2020 replied to crow9350's topic in Effects
What if you need to do a flip sim that requires 10 km and 100 million particles but can only sim 20 million before your machine crashes? Can you use distributed with/without HQueue to slice it up and just sim 5x on the one machine, but in the end have a nice 100 mill sim? -
Cheers but that still does not really explain the real difference. Both are spectra driven, one acts like a "collider" that the sim sits on... is that REALLY it? What would be the reason to use one over the other?
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wheel.hiplc This is a quick hack but you could do something like this.
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Too high Surface Tension causes this sometimes View your Surface in the Fluid Obj to get an idea of the actual sim. In the Solver Tab did you scale down the Spatial Scale? You don't need 10/20 substeps (1/2 is fine), just in the main Dop try 3 substeps. You can also use an Attribute Blur post sim to pull parts together before meshing. Edit: Didn't see the vid before, to be honest everything in middle with those shapes, when meshed will look good i bet, just that last bit, which you could always delete those points post sim.
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Quick fix was to use a pointdeform on a sphere to follow the character and then attach another sphere to the ptdeform, all within the same SOP that has the vellum in it. Works but is hacky!
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- constraints
- vellum
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Hey all, trying to have constraints attach to geo in vellum to follow a sphere, all works, but then tried to rivet it to a moving character and vellum sees the sphere at 0,0,0, not where its riveted. Cheers!
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- constraints
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Mate, you are a god! Been looking for this for ages... works decent with a carve! Thanks so much!
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Anything ever become of this? Cheers!
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In Vellum , is it possible to change the shape of input geometry, over time?
HM_2020 replied to Masoud's topic in Effects
Nice one, mind showing the way? -
Not exactly what you want but will help you to figure out how to get there if not also blow your mind... needs to be seen more often anyway!
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Windows Explorer or other way to view/select entire Bgeo Sequences as One Entry?
HM_2020 posted a topic in Tools (HDA's etc.)
Got a mad question for you all but I am sure you have asked the same question at one time or another. Is there an app, browser, Windows Explorer method to view sequence files as one entry like we can in Houdini or Nuke? So if I needed to sift through and move/delete hundred of sequences, thousands of files, all named similarly with a .001.bgeo, .002.bgeo, .003.bgeo naming convention etc. can I select an entire Sequence as One Entry to do so? Cheers!