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catchyid last won the day on November 20 2016

catchyid had the most liked content!

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About catchyid

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  • Name
    Khaled Abdelhay
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    Montreal, QC

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  1. Flip fluid forces

    Hi, not sure I entirely understand the question. So, if you want just waves then use ocean tools. But I think you want a real sim? In this case, you can use the ocean tools to create the waves and apply it on FLIP sim (you can use the shelf tool ocean shore to create an example or a simple setup). As for pushing the volume of the water, you just need to have a box, create a static object and plug it in the sim network. Hope this helps...
  2. How to break pieces in animated alembic mesh

    Okay, I got a chance to look at the file, and it does work, thanks As you also questioned, I am not sure why copying @P manually fixes the problem (as you mentioned, @P is already animated). Maybe the assignment itself triggers a flag that position needs to be read. However, I think that setup, i.e. using "Create animated static object", won't work if the there is more than translation only. Meaning, if there is rotation or real deformation (i.e. no actual transformation exist). I've read on other posts that hard constraints should be used instead but I still need to do more research and try it myself first! Once more, thanks for your time and help
  3. Bullet constraints network questions

    Thanks Andrea, I'll look at the example files I guess, it's always good to test them Once more, thaaaanks
  4. Hi, some basic questions on constraints network any feedback is appreciated ! BTW, I am using bullet solver a) what's the main difference between glue constraint and hard constraint? they seem doing the same job for me? 2) on a sop level, primitive, one can set s@constraint_type="all|position|rotation", however in a dop level, we still need to create a constraint specifically by type, i.e. glue or spring, etc ==> why have this redundancy? we have the constraint type twice? thanks
  5. How to break pieces in animated alembic mesh

    Hello! Sorry, I got super distracted by work and could not reply earlier! I will study your file during soon (hmm, in the weekend I guess :)) Just looked at it quickly and really, I am suppper impressed thaaaaaaaaaaaaaaaaaaaaaaaaaaaanks !
  6. How to break pieces in animated alembic mesh

    Okay, I was able to follow the tutorial and produce a similar result, however the motion is wobbly and I need the pieces to stick 100% to the animated constraints (in my actual production, I want the wings to stick 100% to the plane body until the wings hit a tower, then constraints break and the wings fall apart gradually). Any ideas? maybe my whole approach is wrong? Thanks
  7. How to break pieces in animated alembic mesh

    Hi, I am watching the tutorial! I have attached a simple file for the problem, if you have a look, I would really appreciate it Thanks, glue_to_alembic.hip
  8. Hi, This must be very easy and primitive yet I cannot find a solution! I have this shot: a plane wing hits a tower and breaks due to impact, the plane is given to me as an animated alembic file. What's the best/easiest way to sim this? The logical solution is to use Bullet Packed RBD, break the wing, use glue constrains to attache it to the plane, set the plane body as deformed object and wing as active object, BUT this does not work (to be more specific, the alembic file is seen as deformed points with a static origin so all my constraints don't move with the plane) If someone knows some easy way to handle this kind of shot please help
  9. wrong water behavior (help)

    hello, you can try some ideas (or mix them): -add some viscosity to make it stick more together, a small value bet 0.1 or 1.0 *might" fix it -if your bottle is not transparent, then you don't need to sim the water going down the bottle which I guess creates this erratic velocity, so if this is the case then just add an emitter at the top of the bottle with an initial vel toward the cup, this might give you a smoother velocity -try to a different kernel, i think this is the splashy kernel, try the swirly one -add some damping to the particles (pop damp) -after the sim , i.e. post sim, kill isolated particles (hmm, won't fix this problem much, but if u got lots of spray like particles this will fix it)
  10. how to get nice ripples in FLIP

    hi, I am using ripple solver (on grid) then create a pump of out it and use it in FLIP sim. However, the results are not always good (not sure why, sometimes I get good result and sometimes I don't). Is there a better way to have barely visible ripples in FLIP sim other than this method? Thanks
  11. Hi, I have an animated alembic mesh - let's just say a plane. My goal is to import the plane animation and make its wing hits a tower and gets destroyed (let's assume a wing is a solid body, the tower is just a static object). My question: I want the wing to be attached to the plane and breaks when it hits the tower, what's the best way to do that? I've tried to import the plane as deforming static object and use glue constraint but that did not work (the wing did not follow the plane). Any idea how to achieve this task? Note: I've seen some other ideas in this forum that work if the mesh is animated inside houdini, but they won't work using deformed alembic. I don't find any tool out of the box in Houdini that can do it, which is a bit strange?!
  12. Hello, I have an animated object (alembic) that I want to break due to collision. I'll break the object (using voronoi), and then: (a) flag some pieces as kinamatic, i.e. derived by animation (b) flag some pieces as dynamic (that will eventually break) (c) glue kinematic and dynamic pieces I am not sure how to do that in bullet/houdini. If anyone has some quick pointers on how to do step a,b,c plz let me know. In the mean time I will be watching tutorials
  13. FPS vs Substeps

    hey, from my experience, for fast moving object it's usually better to slow everything down (i.e. timewarp), then speed things up again. For some reason, this gives me the best result. Tried before more substeps but that did not work (specially when you have fast moving objects + collision)
  14. Attractor force for flip particles-Question

    there should a tutorial on suction tool, have you seen it?
  15. Hi, I am simming a milk like liquid: when it drops on the floor I don't want to bounce, so I sit bounce/forward bounce to 0.1 on both liquid and walls, HOWEVER if the liquid hits a vertical wall, it will stick instead of sliding down??? I've tried to reduce collision velocity to 0.1, but that did not work (logically, setting collision velocity to 0 and enable slide on collision SHOULD make it work as I want, but for some reasons it does not) Thanks,