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About lyansart

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  1. How delete part of smoke, using a geometry (volume)?

    if you want to make the smoke interactive to the geometry use it as a collider, otherwise post sim you can convert the sphere to a volume, and use a volume mix and subtract it, like @fencer suggested
  2. Constraint don't follow object

    Thanks Yigit! I see this is working because your object is animated static obj.. What if it was deforming? Whole new story?
  3. Constraint don't follow object

    does it? It doesn't seem to keep it attached neither with glue or with a hard constraint.. Does anyone have had this issue? This my example: (Considering that where i have the simulated rubber toy i have indeed a cache - so i cannot simulate everything together) seems so easy and still I can't seem to make it work.. test_constraint_01.hipnc
  4. Constraint don't follow object

    gotcha, thanks guys!
  5. Constraint don't follow object

    Hey Tomas, thanks for taking time to answer, Importing the object in DOP works fine, what doesnt work is updating the constraints by being attached to this moving object. They seem to be 'frozen' on the first frame object..
  6. Constraint don't follow object

    hello guys, pretty sure it's a silly question but atm can't wrap my head around it. I have a rbd cache of a wall destruction. now, i would like to constraint other objects on it (window frame) but having it on another simulation. What It's happening atm is that my constraint stay in place and don't stay attached to the the different wall pieces when they are imported in the new sim as a Deforming static object. Any hints on how to make it work / what i am doing wrong? thanks!
  7. Laptop for houdini

    After all this time, and the reseach, it just got the cheaper basic one (min required specs) , because at the end of the day I won't be able to do any serious big work for houdini on a laptop, let's be honest (or even if you do, the price it's so high, that is not worth it..)
  8. Rigidbody to fall in precise end goal

    you can set a goal position, to reference the END position to be the one you are aiming for, but i don't think this will look any less fake than simulating it backward
  9. Puddle Crown Splash

    hello, you can try to simulate it in a high res tank, and then after sim crop what is outside your shape. Otherwise stability might be an issue. or maybe keep you point velocity to 0, and only activate the one that go >0.1. that would probably be the most accurate method, otherwise you can keep playing with the ripple sover / meshing it together!
  10. Preserving ParticleIDs

    Hello, in theory no, if you are simulating something in dops, and your particle die they will have a higher id number. be sure to have 'add id attributes' on in the attributes tab in the popsource.
  11. Referenced node - fast way

    thanks guys, exactly what i needed!
  12. Flip - sink

    mmh i see.. it doesnt do at all what i was hoping for, i was expecting more of a suction force rather than a 'black hole'. Good to know anyway, Thanks sm for the file!
  13. Issue in trying to make Flip Fluid travel along Curve.

    hello! a hip file can be useful. Have you plugged the popcurve force in the fight slot of the flipsolver? It should be plugged in the second slot, 'particle velocity'.
  14. hello guys, I was wondering if there was a fast way to create a houdini node all referenced to another (same to the first one) one. As a transform node, and create another transform node that is automatically linked to the old one on all his parameters, without having to do it manually one parameter by one. Thanks!
  15. Fluid are heavy in houdini, and they will need a strong computer for simulating + meshing + whitewater + rendering! You are harly gonna get a fine mesh if your particle separation isn't hight enough. But if that's just a test for fun, then at least I would suggest to scale it by 0.1, and work on a small scale, in order to have more resolution.