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KarlRichter

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  1. Here is an example using rest fields to drive displacement for the purpose of adding detail to a smoke sim, but it could be used for any kind of displacement. There is an example .hip in the Vimeo description.
  2. cloth capture weights

    Is there really no (easy) way to edit the weights generated by the "cloth capture" sop, or am I totally missing something? It seems like the "edit capture weights" shelf tool should do it, but I guess it's for bone weights only. Kind of a big omission, especially with the the addition of the new Vellum stuff. What is the solution to transfer a low res cloth sim to a hi res asset? I am currently getting ok results with the point deformer, better then with the cloth deformer, but it would be really nice to adjust weights on a more granular level. I have been comparing the results between the new vellum cloth and Mayas ncloth for use in an upcoming project. While I have been getting pretty good (and fast!) sims with vellum, I have been having issues finding a reliable way to transfer the sim to the render asset.
  3. calm flip water in custom conteiner

    Here is a simple setup that gets your pool very still by damping the vel field in your pre-roll puddle_testt_v02.hip
  4. This excellent tutorial will help you solve your orient issue:
  5. Wire constrained to two objects

    Here is one way to do it using wire constraints. See attached. wire_constraint_example.hip
  6. Some FLIP questions

    Rather than directly answering your questions, I would suggest pursuing a deeper understanding of FLIP fluids. I highly recommend this masterclass, it really opened my eyes:
  7. FLIP Energy transfer?

    Ahh... For non-Newtonian you may want to look at pressure. You can turn the pressure field into a particle attribute by using the "gas field to particle" gas microsolver. Then use that to drive the viscosity or something. See attached for a quick example. pressure.hip
  8. FLIP Energy transfer?

    That would probably work, although I have found the POP collision node to be unreliable with FLIP if your particle count is changing rapidly (like if you have reseed on). You may consider using a sop solver with the "xyz distance" node to make your own collision detection.
  9. FLIP Energy transfer?

    If you subtract the velocity of the previous frame from the current frame, that would give you the direction and magnitude of the "force" that affected your sim that frame.
  10. Fire Sim

    @jurueta benne5 has the right idea. When I need to make a pyro sim go "faster" I use a combination of the solver time scale and the dopnet time scale. The dopnet time scale can make the biggest difference, I have found, but you must also increase the substeps on the pyro solver the proportional amount. Also, when simulating fast moving fluids, i always set my min and max solver substeps to the same value. In your example scene, I was able to make your flames go very fast by setting the dop time scale to 3, and the min and max substeps to 8.
  11. Why Do Dop Points Move From Frame 1 to 2?

    @Shalinar I believe Kishen PJ found the reason your packed primitives change their pivot, and that the intersecting geo issue is not relevant here. By default, Bullet will let geometry that starts with intersections stay intersected until they are affected by other forces in the simulation. Incidentally, you can change this behaviour by creating and setting the "found_overlap" point attribute on your packed prims. I think your real issue here is how you are remapping your high res geo. See the attached example on how to use the dopimport node to drive high-res geo. dop_points_jump_example.v02.hipnc
  12. Create multiple FEM over time?

    Interesting problem. You can use a SOP solver with a multisolver node to process the mesh point attributes, you just don't want to affect the P attribute directly. Attached is a solution to your intersect problem using a VDB in a sop solver to dynamically set the targetP attribute. It changes the look of your sim a little, so it still needs tweaking. For more info on "solid object" point attributes, see here: http://www.sidefx.com/docs/houdini/nodes/dop/solidconfigureobject Note that this works well enough that you can almost get by with a single substep. Also it almost completely takes place of the internal collision calculated by the finite element solver, try turning off self collision in the attached example to see what I mean. flask.v1.Odforce.FF.VDB.hiplc
  13. This old, but still relevant, post explains GPU acceleration very well, and has tips on how to optimize your sim for openCL. There is also an attached file that clearly shows the kind of speedup you can expect: https://www.sidefx.com/forum/topic/25234/ With that test scene, i'm easily getting 4x to 5x speed up with Quadro M4000.
  14. You needed to normalize the axis input to the rotate node. I also included a very simple approach using the align node. WTF_fixed.hiplc
  15. FEM / CLOTH - Target GEO

    If you use a multisolver node, you can affect your cloth object with both a cloth solver and a sop solver. In the sop solver you can process your cloth mesh any way you want, in your case adding animated noise to the "targetstrength" attribute. See attached for an example of how you might set this up. animated_cloth_noise.hipnc
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