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Everything posted by ejr32123

  1. Particle Fluid Surface node - Mesh 2 together?

    Can't you just use 1 particle fluid surface node and use point attributes on the different meshes to get different settings? Also what skybar said. You can just output vdbs from the particle fluid surface node and combine them together. The vdb it outputs would be identical to mesh it would output.
  2. Fluid Problem

    could you post your scene hip, or at least just the flip part? Maybe you have some stray particles creating those boxes.
  3. Better GPU for work

    Does anyone know how lower end amd gpus like rx 590 work in houdini with open cl? Or is it better to just stick with nvidia for houdini?
  4. Swirl Pyro Equivalent

    For anyone that is interested: here is a tutorial on the best method I found to get nice motion. I figured I would post this since I still get messaged about this thread. https://youtu.be/DLSmz9HOKlE
  5. 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
  6. Particle size based on color from texture

    Is this what you are trying to fix? FluidParticlesTEST_2.hiplc
  7. FLIP question [solved]

    because it assigns the geometry a water material and you have materials turned in viewport (most likely)
  8. Save as text

    this option. I don't have it on my personal pc with houdini indie.
  9. Save as text

    Hello, Is the option to save as text not available in houdini indie? I don't see that option on my indie license. Or is the option somewhere else in h17? Thanks
  10. Object not created at correct location [solved]

    I found the problem. Please no one look at the scene. Its because I accidentally copied a box with transform of + 7 in the Y. Stop looking at this thread, nothing to see here!
  11. Hello! would someone mind looking at my scene? I am trying to do an effect where an object splits into two objects, then the new one splits into two and so on. Its similar to recursive box split that farmfield did, except my new boxes are not getting smaller. Any way, I have a wrangle that creates a new point once the age gets past a certain number. In my wrangle I am setting the location of the new point to match the existing point. As you can see in the photo it is being created above the point instead of the same location. What am I doing wrong? Actually in the addpoint I can set any value like {3,0,3} and it still wont go there either. Thanks. dice_dup.003.hiplc
  12. Creating points vex

    thanks : )
  13. Creating points vex

    Hello; I have been creating points in a attribute wrangle set to run over detail. I typed in addpoint(0,{0,0,0}); which simply adds a point at the origin. That's what I have been doing until today when I noticed in the entagma video they type in int pnt0 = addpoint(0,{0,0,0}); What is the benefit of creating a int first vs. the way I have been doing it? Thanks
  14. Particle size based on color from texture

    Is this what you want? You can mix this with the pscale trick from the other file. This time I am just using attribute transfer to get the color from the grid to the particles. Or are you trying to do something with uv's on a flip sim like this? Also there is a example file on mixing flip colors. https://vimeo.com/178384597 pcolor2.hiplc
  15. Particle size based on color from texture

    could you post a photo or the .hip? I think I understand what you are saying but a photo would help. Are you saying the particles come from a box, then flow over a grid with the colors you want?
  16. Particle size based on color from texture

    Hey, I included a .hip. Hopefully you can find this useful. If you have any questions (or improvements) about it lmk. pcolor.hip
  17. Mplay frame range

    Hello! Probably a simple solution, but how do I match mplay's frame range to houdini when I render to ip? Let's say my houdini frame range is 101- 150. If I launch a flipbook, the range will be 101-150. If I render to ip, the frame range will be 1-50. Is there an easy way to correct this? thanks in advance
  18. simple large scale smoke plumes

    I have a hip on this forum post how to create a control field for turbulence/confinement/disturbance based on velocity. It helps keep the smoke from straying too far and adds good detail.
  19. Pyro Disturbance for high vel

    Using vel as control field doesn't work well by default. I added a .hip file how to get that working here:
  20. Pyro Disturbance for high vel

    Usually I only use one gas disturbance and on the velocity field. Did you check mark disturb field is a vector field? You can also try adding substeps. Something else I like to do is adding turbulence or disturbance to the velocity field before explosion or smoke starts. That way the velocity field already has nice patterns to break up your sim.
  21. apply gas turbulence based on velocity

    oh yea, good idea.
  22. apply gas turbulence based on velocity

    I think the control field needs to be a scalar field. You can use a gas match field and gas analysis to do this. I included a .hip file vel_turbulence.hip
  23. Show Texture in Viewport

    This may not be what you are looking for but you could always use uvquickshade and attach the texture there.
  24. I think its better to use centroid rather than CEX. If you use centroid you will actually see values and not just "0". centroid(0,D_X) then you can duplicate the transform node and use the invert transformation button. http://www.sidefx.com/docs/houdini/expressions/centroid.html