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  1. Many thanks for the answers! Increasing the solver's substeps changes the pyro behavior, and turning off correct collision didn't change anything :/ Thanks Bertrand
  2. Hi everyone, I'm currently working on a blast/pyro effect, and I need some advices about fast colliders. I've fast moving collider that doesn't affect correctly my pyro. the solver seems to be unable to correctly evaluate the motion of my object. Any idea about how to solve this problem. I've a simple animated VDB collider (2 fileds vel and collisionvel) Cheers Bertrand
  3. Thanks everyone, and especially Petz... Ber See ya!
  4. Hi David, I did but, I made a mistake when I tried "repack" and "pack" SOPs, I didn't recook correctly the nodes :/ That's why the nodes informations were false. Obviously they have same effects but for different kind of sources, as you indicated in your post. -"Repack" sop for Alembics and Packed Disk prims. -"Pack" for others geometries. Am I right now ? http://www.sidefx.com/docs/houdini/nodes/sop/pack http://www.sidefx.com/docs/houdini/nodes/sop/repack Cheers Ber
  5. Hi Dominik, ̶T̶h̶a̶n̶k̶s̶ ̶f̶o̶r̶ ̶y̶o̶u̶r̶ ̶q̶u̶i̶c̶k̶ ̶r̶e̶p̶l̶y̶!̶ ̶B̶y̶ ̶t̶h̶e̶ ̶w̶a̶y̶,̶ ̶I̶ ̶n̶o̶t̶i̶c̶e̶ ̶t̶h̶a̶t̶ ̶"̶r̶e̶p̶a̶c̶k̶"̶ ̶i̶s̶ ̶f̶a̶s̶t̶e̶r̶ ̶t̶h̶a̶n̶ ̶"̶p̶a̶c̶k̶"̶ ̶(̶b̶u̶t̶ ̶I̶ ̶n̶e̶e̶d̶ ̶m̶o̶r̶e̶ ̶t̶e̶s̶t̶ ̶t̶o̶ ̶b̶e̶ ̶s̶u̶r̶e̶)̶,̶ ̶w̶h̶i̶c̶h̶ ̶m̶a̶k̶e̶ ̶s̶e̶n̶s̶e̶ ̶w̶i̶t̶h̶ ̶y̶o̶u̶r̶ ̶a̶n̶s̶w̶e̶r̶.̶ Thanks! Ber
  6. Hi everyone, What is the difference between the "pack" and the "repack" sop ? and why should I use a "repack" instead of a "pack" sop and vice versa? Cheers Ber
  7. Hi, Thanks for your quick reply! I'm currently working with this process, but i've thousand groups ... so I'm looking for another way to do that :/ Any other idea ? Thanks! Bertrand
  8. Hi everyone, I've a basic question about copy stamping. How can I randomly copy different groups on points. Instead of switching between different geos with stamp expression in a switch node, i want to switch between different groups from the same node (and copy them on points). It looks to be easy but I'm a bit lost. Any idea ? Thanks Bertrand
  9. Hi everyone, I come back to you in order to resume the conversation and wish you a happy holiday season. In summary, I've a problem with my flip simulation (personal project), when my geo emerge from below the flip, I've an unexpected behavior with my fluid in a square area around my geometry. I join in the previous post my scene and a .mov which show the problem. I'll continue to solve this problem, but if you have any advice i'm more than interested ! Thanks and very good end of year! Ber
  10. Hi Diego , Thank's for the quick reply, here is my scene, I just change my geo for a proxy. 017_FLIP_ISSUE.hip
  11. Hi everyone, I'm currently working on a Flip fluid project and i've a problem. My geo emerge from fliptank and i've a kind of bounding box appearing around the geometry. So I don't really understand this behavior, and even if it's not really hard to fix I would like to know why this thing happen. (btw if you have an idea to fix that... ) Here is a sample of the simulation (sorry for the poor quality of the video:/) flip_issue_01.mov Thanks, Bye Bertrand
  12. Hi woodenduck! Thank you for the quick reply! And for the idea, combining ocean geo and sim is the simpliest and the smartest solution for my project! My project is pretty simple, I've an animated geo wich is emerging from the sea and the average geo size is 35 metters. I still very curious about how to reduce particle density depending on camera position. Thank you again for your advice Woodenduck! Bertrand
  13. Hi everyone, I'm currently working on a flipfluid project. So I'm asking a question: Is it possible to optimise my simulation by reducing the particle density depending on the camera position. (the closer you are, the higher the density is ) Because I work with a huge tank for my computer (300mx15mx300m). I think I've to do something with the particle separation but I don't know exactly what ! If you have any idea to do that, all of them are welcome! Thank you Bye Bertrand
  14. Hi everyone, Finally, I came across this post, who talk about differents workflow for meshing a flip fluid: http://forums.odforce.net/topic/19730-is-particle-fluid-surface-sop-not-used-anymore/ It can help people who are asking the same question! Have a nice day Bertrand
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