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Nebucadnezar

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About Nebucadnezar

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    Charles Guerton
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    France

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  1. Hello Iraklo My guess would be to use a sop solver as Folly suggested. It is really close to a for loop actually if you think about it, and you can more easily store the data you need IMHO. You can simply use a timeshift after the solver if you wish to have the result on frame 1, a for loop would also have to recook if you make changes anyway.
  2. Hello rod.vfx.td, A dirty hack is to not use wedge variables but directly referencing the parameter you are wedging in the name of the file. Of course this only works if you are wedging one parameter per wedge node. Hope this can help you!
  3. Smoke Swirls inside pyro?

    Hello onkardahare, I would approach this using a velocity volume (the volume velocity node can create nice vortex effect) in SOP at the right location and add it on one frame to DOP when the collision takes places (animating the source velocity value should do the trick). A more procedural way would be to create a custom field that would be directly be linked to your collider object (move with it or being multiplied depending on the distance from it) so it would affect the rest of the sim just when needed. I hope this helps!
  4. Volume Velocity to Mesh?

    Hello ParticleSkull, You can use what @Deviner said and build a mask to ensure that only the moving part will get the velocity : - To buid the mask you can use on one side your original geo and color it white with a color node and then on another side timeshift one frame back your geo and color it black. You can then use an attribute transfer from the black (your mesh with one frame back) to the white (your original mesh) so only the new growing points will be white from frame to frame. - then just use an if statement to transfer your velocity : if(@Cd.x>0.1) { v@v = volumesamplev(1, "vel", @P); } else { v@v={0,0,0}; }
  5. Smoke From POP

    Hello veagardaarhus The easiest thing would be to delete your particles by their @nage attribute (it is the normalized age attribute and it is created for free if you made your particles with a popsolver) Just drop a "attribute wrangle" node after your cached particles node and wrtie : if(@nage<0.9)removepoint(0,@ptnum); it will only keep your particles just before they die (you can adjust the "0.9" value to suit your needs) you can feed those particles to a fluid source with the "stamp point" option and feed that as a source for your smoke sim.
  6. Dirt from wheel

    Hello alex333d, I had quite a similar task to do, I ended up using a sop solver for activating the particles that needs to fall off. - Basically you can scatter your points on your wheel on a static frame and then you can use a point deform to make them stick to the animation. - Once you have those animated points you can feed them into a SOP solver and give them a custom attribute when a certain condition triggers it (you can for example use a dot product with the wheel's direction as a threshold) and register if this is the first time it is activated or not. - Then you just need to isolate those activated points to feed them to DOPs. I am not sure if I am completely clear in my explanation, if you are interested, if I have some time in the evening I can to a quick .hip file with the setup. Hope this helps!
  7. Ocean Spectrum question

    Hello Catchyid, In the amplitude tab of the ocean spectrum you have the possibility of "filter above resolution", not sure how it will react with your normal issue though. Hope this helps.
  8. Hello houdini users, I am trying to recreate in Houdini a setup similar to the one in this video made with Thinking particles : The idea is to have Rbd objects and wire objects constraining each other. I tried a first approach with a multisolver but I didn't end up with anything close to be working. If you have an idea with how to approach this, any help would be invaluable guys! Thanks!
  9. Alembic primitive visibility

    Ok, actually I solved the problem it is so simple I didn't think of it.... Just using a delete node with the specified group name does the trick.....
  10. Hello everyone, I have imported an animated file (a tree in this case) to houdini using an alembic file and I was wondering how to isolate primitive for shading each part separetely (trunk, leaves and so on)? Each parts are already .on different group stored in the alembic file, I am also a max/vray user and you have the possibility to turn the visibility on and off for each primitive group of the alembic so I am guessing there must be a way to do exactly that in houdini? I have looked on the forum and cannot seem to find proper information about this. If someone can help me with that or share any informations it would be great!
  11. FLIP simulation / Investing in a New GPU?

    Thanks a lot 3iart, the simulation worked with 'cache simulation' off! It is a bit annoying to only have bgeos in case of a crash during the simulation though or is there a trick to get it to work and still save some .sim files?
  12. FLIP simulation / Investing in a New GPU?

    No I didn't try that as I was saving .sim files along with .bgeos in order to restore the sim if needed. I will try it to see if it works that way. Thank you for the reply!
  13. Hello Guys, I have been working on a FLIP sim for the past couple of days and it keeps on randomly crashing when I cache it using Rop output driver, the error is : "1420: Fatal error: Segmentation fault" This is really annoying, I updated my version of Houdini but it didn't solve the problem. I read on the forum that it is a GPU problem, but it doesn't seem very clear, can someone confirm that? I am wondering if I should invest in a better GPU card (quadro range) but I want to be certain that it will solve the problem. Here is my current configuration : - Intel Core i7 4930K3.4Ghz - 48 Gigs of RAM - Geforce GT640 4Gigs Any help or info on this would be really really appreciated!
  14. Hello Guys, I always wanted to try Houdini but I was a bit affraid of it, I finally pushed myself into learning it and I really have a blast with it! I do have an issue that really bugs me out though, I have a FLIP simulation and I cannot find a way to influence it with a popsolver (a basic curl noise, see file attached). I am following a tutorial for this made with Houdini 12 and I am using 14, I am wondering if the way you work with FLIP and a popsolver has changed? The file did work one time though but then I rewind the timeline and nothing happened again. I know this is super basic stuff but I am really really annoyed that it doesn't work! It would be super helpful if someone could have a look at my setup and tell me if I am doing something wrong? Thanks in advance guys! FLIP_POP_ISSUS.hip
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