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catchyid

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catchyid last won the day on November 20 2016

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About catchyid

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    Illusionist

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  • Name
    Khaled Abdelhay
  • Location
    Montreal, QC

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  1. 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
  2. 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?!
  3. 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
  4. 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)
  5. Attractor force for flip particles-Question

    there should a tutorial on suction tool, have you seen it?
  6. 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,
  7. Vdb grups?

    how do you make the vdb in the first place, meaning do you create a mesh then convert it to vdb? I think it would make your life easier if you control each vdb individually the combine then if needed. But again, that all depends on how you create your vdbs in the first place...
  8. Polyextrude question

    you can use volume extrude which has extrude direction
  9. 2 ocean foam questions

    just an update if someone is reading! 1-did not use intersection to instantiate waves! used distance from rocks to create particles then feed into foam solver 2-increased anti-aliasing samples in viewport to eliminate jittery behavior
  10. HELP - About smoke sim emit from rbd sim

    break down the problem into small pieces! ignore rbd sim for now and focus on smoke. There are many tutorials on smoke sim (just go to youtube.com and type "pyro tutorial houdini") and you will find tons. just get good at smoke sim, then learn rbd after...
  11. 2 ocean foam questions

    hi, I am using using ocean spectrum + ocean foam (solver mode), to sim ocean foam, however, I have two problems/questions: 1 - I want to produce foam near rocks and see shore(i.e. there rocks in the middle of the sea), what's the best way to do that? I have not tested it yet, but I think the right way is to use rocks/sea intersection points to instantiate ocean spectrum? but I am afraid it will look random waves rather than waves bouncing off rocks? 2 - the foam particles are too jittery, i.e. the appear/disappear very fast? I've tried to lower draft to 0.01 to prevent particles from moving with the ocean, lowered min density to 0 so no particles would be killed, increased particles life to 2 seconds but all that did not help. Thanks
  12. creation of dust at the impact of the steps

    you need to smoke for that. just create a pyro smoke src around the foot when it touches the ground and emit for one frame and let it evolve naturally. The most important thing is to set your initial smoke velocity direction right. good luck
  13. Thank you! that works
  14. Hi, I have RBD Packed Fragment simulation (i.e. one RBD packed primitive with multiple pieces). How do you I apply force per fragment? If I use "Wind Force", I don't know how to change it per point? I've use POP forces but that does not seem to work as excepted. Thanks,
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