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About lyansart

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  1. 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..)
  2. 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
  3. 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!
  4. 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.
  5. Referenced node - fast way

    thanks guys, exactly what i needed!
  6. 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!
  7. 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'.
  8. 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!
  9. 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.
  10. hello, you probably need way more particle separation, and as well a little bit of depth. is this right scale?
  11. Curve attract Particles problem

    Hello Daniel, in the popcurve force there is a parameter called 'max influence radius. by increasing that one, the radius of your curve will be bigger and catch all the particles outside as well. I woudnt reccoment deleting them otherwise if they go from the curve to outside, you'll see them disappering and popping out. Good luck!
  12. snap viewport image

    thanks guys, exactly what i was looking for
  13. hello guys, do you know if there is a way of snapping a viewport image, like we do for the render view, and then go back and see how it looked like with previous settings?
  14. Flip - sink

    hello guys, i have seen the sink from object tab on houdini, but i don't seem to make it work.. does anyone have a scene/ have seen somewhere where it's been used? I am struggling to find as well better documentation, but if i follow everything step by step doesn't seem to work at all.. thanks! (http://www.sidefx.com/docs/houdini/shelf/sinkfromobjects.html )
  15. Hello guys, I just moved from h16 to h17, but i am having a hard time to see how they swapped the fluidsource (in sop). If i want to create a volume with a vortex velocity field, that i used to do in the velocity volume > vortex tab in the fluidsource in h16, How would i do that now? thanks