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About kurzemnieks

  • Rank
    Peon

Personal Information

  • Name
    Gatis
  • Location
    Belgium
  1. Tips for swirly smoke over battlefield

    Hello. I'm having a bit of a trouble. I would appreciate any tips on creating slowly swirling / rolling - wind blown (wind is quite strong, so smoke should move sideways quite a lot - staying in the same level - not rising, not falling) smoke cloud over the battlefield ? Imagine smoke left after explosions continues moving across field as the wind blows. For now I just tried having a velocity field with some curl noise and different wind strength based on height from ground. I also add a lot of initial temperature/density/velocity variations and in beginning it looks nice, but after like 100 frames, smoke looses most detail, smoothens out and does not swirl anymore. It would be nice for it to somewhat keep initial billowy shapes and maybe not spread out so much. Is this something achievable with Pyro or should I approach this differently? Just hoped for some tips.
  2. Component Groups - group selection

    Thanks! This was exactly what I was looking for. Though it would be nice if there would be a built in SOP with such functionality as this seems to be a common operation to do with groups.
  3. Falling leaves sim

    That is amazing, Artem - a bit too complicated for me to understand at first, but I will try!! Thank you guys for help. I will work on this and share the results. ps: there is a bug in H14 - forces are not working properly on cloth objects.. i.e. fan force not working, wind is very weak and noise is not working. The same scenes works properly ir H13. Wierd.
  4. Falling leaves sim

    Hello! I'm quite new to Houdini - still trying to grasp some concepts. I need to create falling leaves simulation. I have been trying out different ideas but have some questions: 1. Is it possible to have normal/tangential drag (like in cloth objects) for RBD objects - to have some sort of aerodynamic effect ? I would like to use RBD to simulate a lot of leaves faster as I don't need soft deformations. Cloth sim gives very natural falling motion with normal drag active, but is very very slow for several thousand leaves. 2. I am creating my geometry using simple copy on scattered points and then doing Assemble to create individual leaf names. Partition to group them by name. Then feeding it all to DOP. The question is - what would be the best approach if I want to remove from simulation all the leaves which have reached certain condition - i.e. they have collided with the ground (or some other condition - i.e. leaf velocity is 0 for last N frames (For cloth it would be average velocity of all leaf points)). I need to keep the geometry around and render it, but I would like to remove it from Cloth/RBD simulation to speed things up. How are this kind of problems usually solved? Is it possible to remove objects/pieces from dynamic simulations?
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