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Posts posted by feresteanud

  1. Hello,

    I was just wondering where the small jittering is comming from in flip fluids. It is obvious aftering meshing it. I found kind of a solution, in point vop, if veloctiy is smaller than a value then flatten on y axis, but it is not ok in all in some cases. Did some of you encounter something similar? Can this be avoided?

    Thank you.

    flip jittering.jpg

  2. What is actually changing is the point numbers but only when I apply voronoi fracture node. The alembic file is just like a grid and the point number doesn't change at all. It stays as in the first frame. Point numbers start to change when I apply voronoi node. The solution for this (just tried right now) is to export it as fbx file and everything works fine. But just wondering why alembic behaving like this, maybe there are some situations when you cannot export the file as fbx.

  3. Hello,

    Maybe some of you had already this issue that I have at the moment and really appreciate the help. Trying to figure it out for almost two days and still no result. The problem is like this: 

    - import the alembic from maya

    - convert it to polygons

    - then make a selection and delete what is not selected

    - when I play each frame I have another set of polygons like in the image attached (I cannot upload the file). Hope some of you have some ideas. 

    Thank you very much

    alembic fracture.jpg

  4. In the example file makes no sense indeed, as you say. I'm fracturing the geometry in another software (3ds max) and I want to keep these fractures too. So when importing in Houdini and fracturing I want to take them into account (custom fracturing from 3ds max).

  5. Hello,

    I added two levels of voronoi fractures to my object and it seems that when I fracture (second time) my object it doesn't take into consideration the first pieces. What I see is that the name of first fractures is deleted once the second fractures happens. Is there a way of keeping or taking into account the pieces from first fractures no matter how many times do I apply voronoi fracture node? See the attached file as an example.

    Thank you very much.

    name attribute.hipnc


  6. It seems that is working. It could have been, as you said, from volume sample and also have to remove from flip object the object. I might have messed up the settings in flip solver, so it's a good idea to start with a fresh solver. Sorry, I have forgotten to upload the proxy glass. My mistake and thank you very much for your quick answer.

  7. Hi,

    Before starting and explaining what is all about, which is kind of obvious, I've search on this forum and official houdini forum to solve this problem but none of the subjects came across with a straight answer. What I want is simply filling the glass. The collision geometry is really thick, as is suppose to be, added a divergence attribute, which is ridiculous high, just to get the glass filled (as suggested on other posts) but still it's like the glass has a hole somewhere and stays at the same level. See the image at frame 46.

    In tried also in realflow and it fills the glass normally. I've attached the file in case someone want's to dig in and have a look. Thank you in advance.



  8. Hi,


    I have made a building with three stores (kind of a building) and I have made it to be packed geometry with glue constraint. The problem is that when is collapsing all the stores act like one store instead of each separately. I have no idea why this is happening.

    I have attached a preview in flipbook and also the scene file in case some of you have the time to have a look. Thank you very much.



    building rbd 17.hipnc


  9. Hi,


    I have started modeling in Houdini and I have a problem (which I can very easily solve in Maya with connect edges, but DO NOT WANT, I want to start learning Houdini) with adding an edge between verts. As you you see in my attached image I only want to add an edge where is the red line is. Which tool should I use?


    Thank you


  10. Hi


    I am trying to create some objects (spheres) falling and on contact with the ground I want to bounce based on their size. Each individual object should have its own bounce value based on its size. The smaller objects to bounce less and bigger ones to bounce more, or the other way around. I do not want Houdini to take control over it. Is there a way we can achieve this?


    I have attached a scene file (with only two spheres, one big and one small) if somone of you has time to have a look and help me.


    Thank you very much.

    custom bounce.hipnc