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Heraklit

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About Heraklit

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    Christo

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  1. Avoid too heavy FLIP pull effect

    Alright, I'll try the grid scale as well. But ist not falling into the pool, ist sinking. Also the car is quite big compared to the pool. So ist pulling a lot of fluid with it.
  2. Avoid too heavy FLIP pull effect

    The scale is Right, thats not the prob. Actually never ever used the sph solver in houdini. Maybe I'll give it a try.
  3. Avoid too heavy FLIP pull effect

    Or lets put it like that: when the collision object moves under water it Looks like ist draining a lot of fluid into Nirvana so the water Level is sinking. I don't know why. There is no fluid leaking into the coll object, not loosing particles. A big object under water shouldnt make the water Level sink.
  4. Avoid too heavy FLIP pull effect

    Hey hey, I'm working on a shot where a car is sinking into a pool. The Thing is that ist pulling quite a bit of fluid with it while sinking what makes the water Level appear lower. Do you have some idea how to avout getting too much of a pull down effect with collision objects sinking?
  5. Normal Map

    Hey, ist quite some time ago I used Mantra to do some Rendering but for a Project I'm working on atm I like the more realistic look it gives me compared to redshift. So with redshift I'm just plugging in a normal map and it renders just fine. Trying to do the same with a classic shader but I just get a corrupted Image. Cant see any place to manually plug in Utan and vtan. Something I'm missing?
  6. Hero Object rest force in flip

    Hi everyone, I got a flip sim with a hero object Floating on top of it. Now I want to make sure, the object floats but kinda stays on a specific spot. So I used the rest Attribute and subtracted to Position from it (in the dop net). If the distance is getting bigger the force should increase as well. Unfortunately the force is pulling the object to the Center of the Scene. Maybe any quick solution for that? Added a supe rsimple hip file heroforce.hiplc
  7. FLIP group based on collision vel

    Okay, got it
  8. FLIP group based on collision vel

    Hi there, I just Need a quick tipp here. I'm trying to generate a Group based on collisions, so based on collisionvel. I'm using a gasfield to particle to add the collisionvel (renamed to col) to the Geometry. Then I wanna use a Little bit of vex to get a Group within a Pop wrangle or a wrangle within a sop soler. if(@col !=0){ i@group_collided =1);} Unfortunately I cant get any Group based on collisionvel. How do I actually get a Group based on collisionvel?
  9. Vellum FLIP interaction

    Hey everyone, do you guys know a way of making flip and vellum cloth interact with each other? So not with Pop fluid but flip.
  10. Expression

    omg, Right...Thanks!
  11. Expression

    Hey, I got a very Basic questin regarding an Expression. So this one: point(stamps("../applyrel1", "SOPPATH", ""), ch("ptgroup"), "P", 1) I´m kinda wondering where "ch("ptgroup") Points to. Ist aiming to a Group Expression Node which contains two Points. But I cant see any actual channel Name called "ptgroup". Is it something inherent or hidden? Ist working but I would like to know why.
  12. Transform RBD by Transform Matrix

    Okay, you hardcoded the ptnum. Alright, that'll do too. thanks for your help
  13. Transform RBD by Transform Matrix

    What he does in that video is more or less what I`m doing ATM. Just his aproach isn`t too procedural since he is choosing points for vectors manually. So I tried the primintrinsics but get pretty much the same result as with creating the matrix from polygons. I can push the geo back to 0. Its just not negating the rotation as well. So, added this file again. ran the sim on the inverted transform version of the collision geometry. then I`m trying to apply the stored matrix value on the RBD. This is doing something but defenitely its not getting the rotations right. transform.hipnc
  14. Transform RBD by Transform Matrix

    It's transformed Geo and it's also animated. That's why I want it back to origin first, do some stuff on it and get everything back. I totally forgot about I trinsics to be honest
  15. Transform RBD by Transform Matrix

    Much simpler, good direction I used a transform sop, placed a reference copy of it under the sim and ticked on "invert transform". Works for my scenario but still would like to know how to get it working procedural with transform matrixes. Lets say I have a couple of shots and a lot of geometry. I dont wanna place a tranform every time, do a -centroid, adjust the rotation manually, do a reference copy undo the -centroid expression to avoid jiggling etc.
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