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Posts posted by dagoose

  1. Hi,

    When I use the guided ocean layer with some low frequency waves in the spectrum to drive my flip sim (animated domain) it seems like the particles are flowing down the 'big' waves creating small ripples.

    I tried the stick on guide with the gas guiding surface node and also lowered the grid scale in the ocean source node.

    Doesn't really help.


    In another sims I saw (also with low freq waves) that the particles getting pushed along with the big waves ... this is also not something I would expect.

    I mean in 'real life' water is mostly affected in it's height by waves but stays more or less in the same place (x,z wise) ... until a wave is breaking obviously.

    Thanks for your help!





  2. I have the same problem with memory consumption of the ww solver in H17 (windows).

    Switching off the density control reduces memory consumption to about 25%.

    In my actual sim I can only get to around 7 million particles. But I would need something like 50+ million to get a decent look.

    So is this a bug or does the density feature just need this massiv amount of RAM?





  3. I have the same problem just using the ocean_flat_tank example from the master class.

    I have put in a bigger collision object into the flip sim and also made the bounds of the sim bit larger.

    Would be nice to exactly where this issue is comming from.




  4. There is also an option to substact the collision volume in the mesher.

    And if that doesn't give you nice results you still could convert the bottom to a vdb and substact that from the fluid vdb before meshing it.




  5. Well I found a way to get rid of the streaky specs in my choclate for those interested.

    I first build a vdb from the particle sim and upres this (resample scale 0.25 - 0.5). Then I run it through some dilate/smooth/erode nodes.

    This gives me enough voxels to get a really dense polys at the curvy parts of the mesh which results in nice gradiants in the highlights.


  6. Hi,

    when I render a meshed flip sim with the milkchocolate shader preset I get really distorted highlights.

    It's especially visible at the polys where the mesher creates triangles.

    With the adaptivity set to 0 and  a ql smooth (or regular smooth) and a lot of smoothing in the mesher I can get it to a point where I might get away with it.

    Maybe someone can help.

    I attached a simple scene. The highlight streaks out from the hotspot where there should be a smooth gradiation.






  7. let me rephrase my Question because I am facing more than 400 search and replace if I don't find an other way ...


    I am exporting geo (with shader dummys ... /shop/bla/bla) and a arnold procedural (the shader exported from maya for the corresponding geo ... bla_000:blaSG) in houdini to a .ass file to render it in maya.

    In the exported .ass file I get my geo with the shader pointing to /shop/bla/bla.

    To get the correct shader to render in maya i have to replace the /shop/bla/bla with bla_000:blaSG.

    This way Maya knows the shader to render the geo and everything is fine.


    So my question really is:

    How can I get houdini to write into the .ass file

    shader 5 1 NODE

    instead of

    shader 5 1 NODE


    Thanks a lot!


  8. Hi Peoplez,

    I am doing some wire animation for plants which are going to be rendered in maya/arnold.

    So i am exporting the plant geo and the shader (comming/exported from maya) as an ass file.

    The assignement/name of the shader in houdini looks something like this: shop/myShader/leaf01

    The exported ass shader from maya has a name like this: plant_000:leafBaseSG

    So I have to go into the .ass file and replace the houdini shd name (shop/myShader/leaf01) with the maya shd name (plant_000:leafBaseSG) manuall, so arnold can pick it up in the exported shader procedural when rendering in maya.

    This is pretty anoying because the .ass files keep getting bigger and bigger and more and more plants are added.

    So for example it takes the pc a hole day to reasign the shaders for one shot ... argh ... wire sim is only taking 15 min ;).

    If I wrangle the @shop_materialpath to the string I need (plant_000:leafBaseSG) it exports a NULL NULL thingy.


    Any idea or help would be much appreciated!

    Thanks a lot








  9. Thanks a lot Karl for your help.

    This really does the trick ... funny thing that the 'real' scene which has a character where the gooey flip has to stick on had pretty hres/dense collision geo. But it did not work.

    ATM I am looking into grains to get it to behave the way I want. But maybe I will be back to make it work in flip pretty soon.

    Thanks again






    I'm trying to stick/glue an viscous/gooey liquid (flip) to an object.

    This works to a certain degree with stick and friction when the object is static or only translates slowly.

    As soon as rotation comes into play the liquid falls off the object.

    I guess this is due to the collisionvel. Reducing the force scale in the vol motion tab doesn't do the trick. I tried lots of different settings but nothing really works.

    So more or less I am a bit stuck here and hope that you guys come up with a solution.

    The general thing I am after is that no matter how fast the object spinns or moves some amount of the gooey liquid stays on the object while other parts may be thrown off.

    I attached a simple test file.

    Thanks for your help.


  11. Hi,

    I am trying to make a small slow creek with the ripple solver. So far so good.

    The only thing what I am missing are the velocity values in X and Z. Well it makes sence to some degree that there are no vel value in these directions because the points only move up and down.

    But when I deform the rest position with metaballs the vel values ARE available. But deforming via metaballs is very slow. At the moment I am deforming the mesh with an 'water texture'. But just adding the color values up to Y and animating the

    texture offset gives me nice ripples but NO velocity values in X and Z.

    Is there a way to get v when deforming the rest SOP with simple point manipulations? It would be very helpful for motion blur and also some white water generation via particles which I could give the same vel as the closed point on the mesh in order to get them moving more or less in the correct way.


    Thanks for your help.



    • Like 1

  12. Hi,

    I am working with per point density and viscosity in a flip sim to get mud covered by water. So far everything works fine.

    Now when it comes to meshing I want to get two meshes out of the sim.

    One for the water and one for the mud to be able to see the mud through the semi transparent water.

    I get my groups (mud and water) via the dop I/O but are losing them in the fluid compress node with the packed particles.

    So the only way I can think of right now is to save the cache without the packed particles option ... making them pretty big I guess ... in order to get two seperate point groups and hence two meshes for the mud and water.

    Can anyone please help me how to go about this ? Or am I going the wrong direction anyway to see mud through the water.





    Well I just realised that the packed particle option doesn't make a big difference in the cache size ... surprise ... i guess it is just for loading optimization?