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  1. Rebuild Depth of SDF

    Here's what I've done so far with some help from Igor Zanic on eliminating the surface around the shark. I modeled the shark in Zbrush. Then it was rigged and animated in Maya. I know this looks terrible, but I'm trying to learn this underwater stuff, and I need the whitewater to interact with the shark somehow with a height of only 0.25m for the flipsim. Something about rebuilding the SDF and or using a sop solver so the whitewater foam and or bubbles follow the big bubbles that I generate in another dopnet. Can someone help me with this please and give me some ideas on how to accomplish this? Thanks sharklungetest1.mp4
  2. Rebuild Depth of SDF

    Hello! I'm stuck on figuring out how to rebuild the depth of the SDF of a flip fluid sim. Basically it's a 8x 0.25m x 8 flip fluid, but I want to rebuild the depth for the white water. How is this done? Thanks...
  3. I'm currently working on an underwater shark scene similar to the one in The Shallows in which the shark is trying to get through the coral rocks. I'm having trouble understanding what this person did who actually recreated the scene. Here are his own words: "i rebuild depth of the SDF field to define the particles which is foam,splash and bubble.Of the particle motion,it almost based to VEL field from main water.but you know the height of VEL field is only 0.25m,so i add some custom motion to control it,i used "sop solver" to selected a few points to group it "big bubble"(it is also for LookDev).others group "small bubble",and then let "small" following "big" through point cloud." ... and here's the link to his amazing work! I have the shark, rising bubbles being advected by the shark and pyro, rocks and fluid surface. I need help with the white water surface interaction in achieving that look that's in the video link. He only made the fluidsim .25m height but some how got the bubbles and foam from the whitewater source (no the main bubbles which I did already) to go under the water. Thanks!
  4. Is AMD potentially risky? (Threadripper)

    I'm using a Threadripper 12 core and it works fine in Ubuntu and Windows 10. 4ghz simple over-clock in Asus bios on all 12 cores.
  5. Vectorfield in DOPS to affect Fluidsim

    Wow! Thanks so much for the corrections and informations! I'll have to study all this more...
  6. Vectorfield in DOPS to affect Fluidsim

    Hello Tamagochy! Okay here's the file =) vectorfield_fluidsim.hipnc
  7. Hello! I'm trying to get velocity from a sopgeo (simple trail velocity from geo node), into a vectorfield to add custom velocity to a fluid sim. I followed the examples in the fluid solvers masterclass, but I can't get this to work. There's no velocity at all from the sopgeo that influences the vectorfield. Also, I'm not sure if I'm suppose to resize the vectorfield to the same size of the fluidsim which 5x5x5. Been playing with this for a while now and I need help on the basics of how to get this to work.
  8. Hello! I don't know if this is normal, but it's really whoring my surfacing... During the flip simulation using the narrowband option, the level starts to drop thus changing the waterline which really messes up the surfacing part causing artifacts. Why am I losing particles during and the sim causing the level to drop? It's a basic shark swimming around using deforming object collision in a flat tank off the shelf :/
  9. Hello! I'm having a bit of dilemma here... Currently I have a setup in which I'm emitting particles from selected points on my mesh that drive the pyro sim. I'm using the source from points option to do this. It works but I'm lacking control of the velocity. Currently, I'm working on a group of points via the bindGroup option on the attribvop and altering the normal inside the vop. Nevertheless, is this a good way to do this or is there a better method to have particles emit from the gills to drive the pyro sim. Really could use some help on this... thanx!
  10. Hello Loopy! I guess I am using the old POP Network. But my problem seems to be this ... POPNET (OLD) [ source > blah blah blah > pointvop (to add noise)] now POPNET > POINTVOP (to read age into a variable) So I string age to a variable, and read in spreadsheet. Doesn't change. But if I go back into the pointvop inside the POPNET, and string age into a parm node and export as ages, then read it into the pointvop outside the POPNET, the age works like it should in the spreadsheet. So my question is, why doesn't age carry outside the POPNET into a pointvop? I understand what you're saying about point wrangling though
  11. Hello! Having a bit of a stumble here. When I add a pointvop to the popnet via connection 1, and read the age, it's just 0, and doesn't change when upon play. Age works if i put a pointvop inside the poppet, but not outside? How can I get age to work outside the popnet in a pointvop to it's reading the age of the particles in the popnet correctly? What I had done was create a voppop inside the popnet and use parameter node to create an ages variable. Then use another parameter node to bring in ages into the vopsop connected outside to the popnet. Why doesn't age just carry over so I could avoid doing it this way? Okay thanks!
  12. Houdini RAM usage, CPU? limit

    What you want to do is make sure you disable caching on the Autodop node (which you already had), and inside on the object. Disable pre-conditionar maybe? Clean any residual caches in the cache manager. When you write out your sim files add dot sc e.g. bgeo.sc (use the BLOSC compression) which should be the default if you're using compressed fluids workflow. Now you want to get rid of attributes you don't need before the ROP with an attribute delete node. You might want to delete primitive groups you don't need as well since it was packed data (depending on what type of sim it is). I just started to learn Houdini, and these things helped to reduce file size, and speed things up reading them back in. Not sure if this is what you're trying to do. Your system is enough to do a lot of sims. I have a similar system, with 6700K 4.6ghz and Titan X SC with 32 Gigs of DDR4 memory. I don't see any improvement using OPENCL for fluid sims. I understand you have to make the whole workflow opencl friendly, but I haven't don't that yet, and I haven't got to learning PYRO either, except for making little torches for lighting.
  13. Layered Ocean Evaluations

    Okay that work Pazuzu! Thanks! One more thing here. I write out the displacement map, and use the ocean shader. When I render the sequence, the ocean shader is calculating displacement for every frame which really slows the process down. Is there a way to just bake out the ocean, then render with displacement disabled in the shader or some sorts?
  14. Hello! Now to tackle my second problem here. Again, as I mentioned in another topic, I'm working on a ship on the ocean scene. One of the key ingredients i need is the ocean to have larger swells with the higher frequency waves riding along on top. Okay, I did read that you can pump one oceaneval into another, but when I had tried that, they didn't add together correctly. So how can we create lower frequency waves, at a lower res (smooth), then add the higher res high frequency waves, so they combine together correctly and the final displacement map is correct? Thank you for your time!
  15. Houdini Cloth Questions

    Well that's something to try. What's the other way to get the sails to act differently?