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Everything posted by ejr32123

  1. disturbance when velocity

    thanks guys, I got it working already. I just needed to adjust the control range on the disturbance node.
  2. disturbance when velocity

    Hi, Is it possible to have disturbance added only when a pyro sim is moving? I have a cloud being moved by a plane. Regular disturbance with default settings in pyro solver causes your sim to move. I don't want the disturbance to cause the sim to move, I want it to disturb when the sim is moving. I tried changing bindings, etc. but I couldn't get anything to work. Any suggestions? Thanks
  3. static gas turbulence?

    oh, can't you just set the pulse duration to 0? Try the same thing with fluid source node. hit use noise. You will see it start to move. Set pulse duration to 0 and it stops completely.
  4. static gas turbulence?

    Here is something that might help. Create a temperature field (or create a scalar field). Make it so the temperature field (or scalar field) dissipates. Set the temperature field (or scalar field) to be the control field of the turbulence. Set control influence to 1. If you are using temperature make sure to turn off buoyancy. After the temperature or your scalar field dissipates the turbulence will stop. That way there will always be more turbulence near the source and it will fade off.
  5. Swirl Pyro Equivalent

    one more : ) gas match field and analysis to create scalar field getting length of velocity. Use that as control field for disturbance and turbulence. that + what I did above gives this: https://drive.google.com/open?id=13dfeWw2tefsNJ-NSSWJo9w3M9wQHsUEZ
  6. Swirl Pyro Equivalent

    Hey, I have been struggling to get a nice swirling motion in slower moving pyro smoke simulations. In Maya fluids I had an option called swirl witch worked beautifully. I found an old post addressing this issue, but it seems to have died before arriving at a good solution: http://forums.odforce.net/topic/23132-smoke-swirl-vorticity-with-smoke-solver/ Here is a simulation I did in Maya using the swirl attribute. https://youtu.be/Ifd6FJ2oHIc In houdini I have been using disturbance but I don't seem to get the results I want. Disturbance doesn't really seem to add swirl but more turbulent detail. For example, look at this sim I found on vimeo. You can see the disturbance start overpower the simulation towards the end, it doesn't really add a swirling motion. https://vimeo.com/220668349 What is a good Idea to get nice swirls? Thanks
  7. Swirl Pyro Equivalent

    still working on a good solution, but here is something else that I tried that works a bit better. I added gas vortex confinement,but kept the values low (around 1 - 2). I plugged that into a gas repeat solver. That seems to work much better than using confinement and turning up the scale. Also added more sub steps on the dopnet. That seems to just create a lot of small swirl. This isn't perfect buts its getting away from disturbance patterns https://drive.google.com/file/d/1UNp13Arv7sv7XiWhF82A5OTH_CWhTME1/view?usp=sharing
  8. You can manually open mplay on the screen you want then hit render > listen for renders
  9. You can also hit disconnect at the top right. Next flip books will open a new mplay.
  10. Houdini Pyro render issues

    I meant upload one frame as a vdb file or bgeo.sc so I could see if I could fix the problem. Or post file, which ever is easiest.
  11. disturbance when velocity

    isn't that just because the control field is temp by default, which dissipates? I switched the control field to velocity. I am still confused how to get this to work. I create a mask of areas with velocity, but in turn, the turbulence affects the very mask its using causing the turbulence to never stop.
  12. Houdini Pyro render issues

    @heydeun2 is there anyway you could post like a frame as a vdb or something?
  13. Swirl Pyro Equivalent

    I guess I'll keep updating my progress, here is where i am at now: I still have that pattern tho : ( https://drive.google.com/file/d/15Ow6igaLXkfRdotvpJkyNBvLtNO4qc29/view?usp=sharing
  14. Swirl Pyro Equivalent

    so I am slowly solving this : ) part of my trouble is I was using a gas wind. Using a fan force affecting only part of the velocity allows for better swirls. I still wish there was a better way to control swirl tho
  15. Swirl Pyro Equivalent

    I dont understand how you get such nice movement with pyro using disturbance or turbulence. I have tried all the micro solvers and they produce weird results too. Obviously I exaggerated the motion,but you can see none of them really seem to create a swirling motion like maya fluids. First photo is the patter disturbance creates, the second is turbulence and third is gas vortex equalizer. It seems easy (sometimes) to tell what software was used to create a simulation based off its look. Maya fluids has its look, fume has its look and now I notice pyros look. Look at all these sims, they don't have swirling motion like maya fluids, they have turbulent patterns instead. Either that or really small swirl from gas confinement. take a look at this album, you can tell what I am talking about by the pattern seen in these simulations. https://vimeo.com/album/5305665 It seems really hard to get motion like this: https://vimeo.com/141476011 only using disturbance any turbulance.
  16. target position for particles

    I mentioned in my first post I didnt like the results from pop steer seek : ( thanks though
  17. target position for particles

    Hi, In the past, I have worked with cloth and grains. I could get a result by mixing animation and simulation together by using the targetP attribute. Does regular Pops not have the targetP attribute? I don't like the results I am getting from pop steer seek or particle attract. I included a scene where I am forcing the position to update. The problem is I don't want to update attribute P, I want targetP. Maybe I can get a target P from rest position? Any help would be appreciated. edit: I can do the morphing after dops, but it would be nice to have it as a force : ) Thanks test_particles.hip
  18. Pscale increase with age not working

    I had to re-upload, I realized I accidentally did the pscale in dops so the collision isnt right. I just made a new attribute scale in dops, then set pscale to = scale after dops : ) let me know if that helps PArticles4.hip
  19. Pscale increase with age not working

    I moved the wrangle to the popnet. I also deleted your collision detection and just used the one built into the pop solver. Hope this helps : ) hold on I made a mistake gonna reupload
  20. Pscale increase with age not working

    Let me know if this is helpful PArticles2.hip
  21. Pscale increase with age not working

    it has age for me. Its because you are importing the grid from the dopnet, so those points have 0 age. just scroll down
  22. white spots ocean render

    I would still like to figure this out. Check out the photo I uploaded. you can see the white spots appear where the water mesh is not penetrating the ground. I believe it has to do with refraction. It seems in order to render water correctly, the water needs to have part of the surface above the ground, and part below. the way I fixed it in one of my renders is by creating a mask where the collision happens, then extending the bottom of the flip sim down so that all of it penetrates the ground. This is slow and it seems like there would be another method. Surely someone else had to have come across this problem? It doesn't matter how high my resolution is, it always happens.
  23. white spots ocean render

    Hi, I believe that I saw a post about this, but I can't find it again. My ocean is clipping slightly through my ground. It causes white spots in the render. Maybe it has to do with refraction? What should I do about this? Change something in particlefluidsurface? Thanks.
  24. Houdini Pyro render issues

    Not sure if this would help (like atom said its really dense) you could try raising the volume width filter under shading of your object.
  25. VDB sop

    What is the purpose of the VDB sop? The only time I have seen it used is with volume rasterize particles when creating white water. What other times would you use it? Also, what is the point of the visualization? The documentation says the node is creating empty vdb's so what is there to visualize? Also, I can't get it to actually show anything other than the bounding box showing the voxel size. thanks in advance.