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Everything posted by saca

  1. hi, the particle shape from other DCC tool with alembic file format, the alembic do not have velocity data. particles count changed frame by frame (has life-span, are delete by age), connectivity class id is changed frame by frame, thus, i cannot track the velocity. Alembic(delay_load?) -> Connectivity ->Trail(recompute_velocity) do you have any way fo this case? thanks
  2. Alembic Fromat, in Houdini, Primitive group names are "body" "neck" from 3dsmax "name" value, Rename Groups into 0~N - 3dsmax multi-sub-ID 1~(N+1)
  3. We export 3dsMax-geometry (asigned sub-material) as Alembic with ogawa option. In Houdini, We import it through Alembic(SOP), The Primitives are recognized by gruop "Max_Material_ID_*", but number is -1 compared 3dsmax-Submaterial-ID. using Voronoi fratcure, it's create nrew group "inside" into breaked new surface. DOP using this, no problem. SOP import DOP result, unpack after DOP-import and change Cd with Color-SOP, Primitives keep their group. Export ROP-Alembic with ogawa option. 3dsMax, import Alembic, the material asign is incorrect.Out-surface is 1, Break-inner is 2, missing surface asign. Show vertex color, ther are correct, same as houdini. from this result, we can re-asign muslsub-ID with max-script using vertex color value, but is's not comfortable. Is there a better way? thanks Destructure_Max2019_v006.hip
  4. get outside shape

    hi, the background object has some parts. ex) tree, house , Rock, snow, cliff , ... and so on. they has some intersectes each surface, and empty space. How we get outside-shape?(one-skin-mesh, like one-Volume.) Boolean or VDB_Combine? I cannot delete inside empty space. any options? thanks.
  5. get outside shape

    simple test your advice "Connectivity" is very useful for this case. getOutsideShape_v001-001.hip
  6. get outside shape

    thanks! my scene is 3D with complex scene. I understood the way of thinking. I am not used to Houdini, so it will take some time. I will try in your way. I will post the file if it works.
  7. 16 boolean error

    hi, i try to make tears. tube of tears , and face surface. both geometries are animated and tear is changed into different toporogy each frames. i want to delete the intersections of tears into face surface. boolaen sop, error and crash. please tell me, tips for abort errors. thanks
  8. 16 boolean error

    thanks, using "Unpack Alembic Delayed Load Primitive" option, it works fine.
  9. 16 boolean error

    thanks, very nice. sorry, I has forgot important things. my project using 3dsmax, export tears and face with alembic from 3dsmax, and houdini import their. alembic -> convert to poly -> Booelan it's bring crash. Comvert vdb from polygon -> vdb combine this way work well, but un-sharp details. i want to use polygon surfece. thanks
  10. hi, whitewater tool provides whitewater-effects as particles. the particles(bubbles+foam+spray) born from white water source.(<- shelf tool) my simulation has enough bubbles or excess , foam are a little less, and spray are very few. *)whitewater control (spray few).png I want to make the elements balance, especially to get more spray. in other words "Amount". which parameters are make it? simply "Const.Birth", but it affects all elements. One idea, adding another solver for spray element that switch off foam and bubble. *)whitewater control (split solver).png if using this method , spray particles can not be made foam particles , foam particles can not be made bubbles particles. Is it usually done this? Multi-solver? thanks
  11. whitewater control (More spray)

    thanks. I see. Only a good part should be used. But if possible, I hope that I can decide the appearance rate beforehand. I think I'll also consider a little more different way.
  12. hi, I have tried FLIP-Fluid Simulation on river. the looks is good, simualtion is simple way. but it has very long simulation time, even main fluid, 7 days per 200f! according to reference manual, some tips makes faster fFLIP-SIM. *)volume source(not particle) *)Statick Collision object is volume (not surface) *)UsePreconditioner is OFF(multi-core CPU) *)"sink Fluid"(from FLIP-Seminer somedays ago) but I set up so, simulation time got longer. majour parameter FLIP sim "particle separation" is 0.04(meters). collision floor is complicated geometry. Would there be any misunderstanding? Is it usually necessary time? by the way, I set up multiple source, the emitters are Fill water at first and Adding water from backyard. thanks.
  13. FLIP takes long Simulation time

    thanks a lot of ideas. Perhaps the cause is this, Deadline "Frames per task" setting. Export as Alembic Task should be set as 1 task per simulation frames. The reason is that Alembic File be exported as One file with some frames. If as 1 task per 1f then the rendering needs 240 times for working time. in other word, It takes same work in 240 times. it is often took mistake as new comer, of course I did it.Such mistake wasn't done any more since that. In other hands, Main Fluid bgeo file has be exported as per frame. thus I set as "1 task per 1f", that export frame by frame. but "1 task per 240f" setting export file frame by frame too. "1 task per 240f" is very faster, and frame by frame as bgeo. but, That's about 30 times.I don't know this reason. (in Deadline 7 I think that, I have set Main Fluid Job as "1 task per 1f", no problem.) Houdini 15.5.607, Daedline 8(render farm) MainFluid simulation Time -> 2Hr25m(240 frames)(particle Separation 0.04m) Simulating other elements Now...
  14. FLIP takes long Simulation time

    thanks, The reason using 15.0.x is that I have wanted to use PRT_ROP_Plugin. But now, VRay-Proxy can rend Alembic particles, that(PRT) is not important way. thus I should try latest version 15.5.x or higher. All frames were calculated, but Local-Machine(same CPU,RAM) was faster substantially. that's strange. at first step, without white water is good idea.I think so too. but in calculating main fluid, is white water calculating together? I understand that first is calculating main fluid, next whitewater. In other words, that's a different process.
  15. FLIP takes long Simulation time

    I thought suddenly. "DOP Net > Cache > Cache Memory (MB)" is 5000MB(5GB) as default. Is it effective to increase this? (now 5000 MB) example) 30GB(30000) on 128GB systemRAM *)Allow cache disk = OFF(default) *)FLIP Object > Creation > Allow Caching = ON(default)
  16. FLIP takes long Simulation time

    thanks Solitude, 18,500,000 Fluid particles at frame 35.(simulation range 0f ~ 240f, this frame is the beginning of the simulation.) "12 minutes" is simulation and saving data on local machine.(simulate 0~35f, 350MB at 35f) "2hr 46min" is simulation and saving data on network machine with houdini engine.(simulate 0~35f, 350MB at 35f) the job submited through deadline submitter into networks render farm. difference local machine and network machine is operating system, CUP and RAM are same spec. local machine is windows7, network machine us windows 8.1. the scene is about 6~8m width river and about 50m length.(-> particle spacing 0.04meters)
  17. FLIP takes long Simulation time

    thanks Atom, sorry, i have forgot my machine environment, it's important for this topic. 64Bit windows8.1, Houdini15.0.459 RAM=128GB CPU=Xeon 2.4GHz*2(16core*2) Videocard=Quadro K4200 SSD=No this is high spec environment, so I have researched other's work, he can get good simulation with more shroter sim-time, even 64GB RAM. And RAM comsume 20%~15%, CPU 70% (not distribute simulation),report by Thinkbox Deadline render farm. thus I think, my simulation setting has Useless somethings. FLIP settings has many parameters and complicated with each params. Simply, Collision geometry be made low resolution you said.(the river collision statick geometry is cached into disk as volume) I have cheked my scene solver, openCL = OFF, and i will try openCL = On. my wonder, viewport show volume as surface polygon is not exactry, because volume can not be shown by surface. if it is so, is the looks low not low as volume? example PhoenixFD(3dsmax fluid plugin) show liquid as polygon surface, it show dull shape but vRay Render show very shape surface in Software render result as implisit surface. I have tried openCL and Low resolution collision ,at first 35 frames. and this short test shows taht low-resolution collision saves simulation time more. I noticed from this test. Network SIM(houdini engine, windows8.1) take simulation time 2 hours 46 minutes, local machine(windows7,full license, others same) take simulation time 12 minutes.(0f~35f) Then of machine environment, the network environment and a license, , I think it's regarded as the cause. I have compared several scene tutorial file scene setting, I can not see conspicuous difference in my settings.
  18. hi, I want to select Primitives(Faces) by the angle of selected primitives. You can see this useful function on 3dsMax Polygon modeling. if you select some Primitives(polygons), other neighbor Primitives are selected by the selected Primitive angle. thanks.
  19. thanks, your kindness. if "Block End>PieceAttribute:name" check off, this function work well. Poly-Extrud SOP is used for my test. I'm new to houdini and wrangle, i need to study houdini more.
  20. thanks Juraj, Group SOP is Very useful. but i want to select primitives by angle from selected Primitive(s). example; picture below, i want to Select Primitive 24-30 by angle from Primitive 30.(not pattern 24- 30, the reason my scene is build by very complex geometry.) (If you can, the primitive 30 is selected by mouse operation.) 3dsMax select by angle "Planar threshold".
  21. hi, It's very basically question. I want to input values into FLIP "initial velocity(default:[0,0,0])" from Arrow-Object Rotate-direction. I have got arrow rotation value with Chopnet, export r[xyz] into flipfluidobject velocity[xyz]. but the values type difference makes wrong result. FLIP should emit along arrow. how to convert these values? thanks. Rotation2Vector_v001-001.hip
  22. Spray(whitewater) collision

    Hi, I tried River simulation. Simulated river body is no problem. but whitewater spray particles are leaking from ground geometry. (foam and bubble particles are no problem.) Whitewater sim(DOP) made with shelf tool, I have added static object geometry(volume) into whitewater simulation. why spray can not collided? DOP substeps 1 or 15 or higher,can not solve this problem. thanks. Houdini 15.0.459 Windows7
  23. Spray(whitewater) collision

    thanks, I'm new to DOP and houdini. I understood rerationship and input-order. Houdini shows me the status of deta very well. few particle are leaking, but they are made more better with higher substeps.