Jump to content

nicoladanese

Members
  • Content count

    143
  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Everything posted by nicoladanese

  1. source flip fluid with velocity

    hey! I'm trying to emit a flip fluid with some velocity, I can add a generic velocity in world space but in my case I want to add velocity along the normal of the object sourcing...just can't figured it out yet
  2. flip points id vs ptnum

    hey! I have a flip cache and I want to delete some points that go out of control. I just discovered that id and ptnum are not the same, so if I select and blast those points houdini reads the ptnum of points and blast them which is perfect in that frame but wrong in the others, so I'm looking to find a way of telling the blast not to delete base on the ptnums of selected points, but on the ids of the selected points...or build a group with the same idea... cheers!
  3. flip points id vs ptnum

    Hey Andrea! I have IDs already, I was looking to make a selection in the viewport by id and not by ptnum, on a facebook group a guy called Miguel Mendes told me this trick which works perfectly! Go to viewport select the option on top select by group then in sub menu select by attribute and then chose in point attributes id. Then select then on viewport and press delete on keyboard. You can always put a blast first then select the arrow button on the node and do that process... Then you'll have an expression saying @id=1, 2, 3 etc
  4. source flip fluid with velocity

    hey Alvaro! that's what I did first thing, unfortunately is not working on H17.5
  5. source flip fluid with velocity

    update: since my points have all the same N I just copied it this way from point 0, but there must be a smarter way, also when points have different N
  6. hey! I have thousands of primitives and I need to filter them and delete the ones that has a bounding box volume bigger than a certain value, I tried the measure sop but no luck, at the moment what I'm doing is a very tedious procedure of playblasting one for each frame based on their name and review the playblast to spot the bigger ones, but I know there must be something smarter...
  7. filter pointDeform with attribute

    found this which explains exactly what I was looking for at minute 06:00
  8. Hey! does anybody know if there's a way to pointDeform geos filtering by an attribute? I have hundreds of wheat ears deformed by wires, each wire shares an attribute with the corresponding wheat plant, so I'd like to say something like "each point should deform only the points that has the same value for a plantId" I really hope that makes sense!
  9. remesh fluid sim

    thanks Evan, I had a look at your file very interesting, on my side I was looking for something more like this images attached
  10. remesh fluid sim

    hey! I'm looking into remeshing a flip mesh to constraint it to a particular topology, so basically I want to project a given grid vertically into a flip mesh surface. I think I can do it via the ray sop but I can't seems to find the right way
  11. hey all, I'm trying to cache out some geos using alembic rop output driver to let them go to maya, it works but I'm having issues customizing the name of geos to get them right in maya for instance, in a situation like the image attached, I'd like to have an alembic that contains 3 mesh, each of them with the name "box" "sphere" and "torus" , instead I have a single mesh with the name of the geometry node cheers!
  12. post process volumes

    thanks! really helpful!
  13. post process volumes

    Hey I'm looking into some volume post processing, I need to be very art directable on a volume after the sim so basically what I need to do is define areas where I need to increase density for instance, or decrease it. which is the best way?
  14. post process volumes

    hey! I meant a static area! how can I tell inside the volume vop to reduce the density inside a bounding box with some sort of smoothness?
  15. ocean + ripple solver setup

    just to update who's interested in the topic, after a few test I think the best is to simulate the wake with the ripple solver, and then apply the ocean displacement to that mesh, main reason is the fact that the ripple solver is simulated over time, so I think is better to get that sorted, and after apply the ocean displacement, which is easier to control. I'm happy to share an example scene if someone needs it
  16. ocean + ripple solver setup

    hey! I'm doing a water surface using the ocean tool under H16.5 and it's all good so far, now I want to intriduce a little wake in the deformed surface. I'm not using the displacement pipeline so I have the actual geo that I can bake and then apply the wake. is the ripple solver the right way to go? I'm struggling to combine the two effect and to apply the ripple solver on a moving object...any idea?
  17. ocean + ripple solver setup

    interesting enough I was looking into the same page, on another topic, I found a way to add deformations on a plane http://www.tokeru.com/cgwiki/index.php?title=Houdini#Point_and_attribute_transfer_with_lag_via_solver_sop and then feed it to the ripple solver thanks to an entagma tutorial, I'm hoping I can now combine the ocean and the ripple together, I guess the best would be to feed the grid with the ripples into the ocean deformer, rather than doing vice-versa, or maybe I can cached them separately and add the difference later on a per-point analysis
  18. cloud with interaction

    I think I made a good test worth sharing, it was quite simple to be honest to put together, if I understood well from H17 velocity is an attribute and not a volume anymore so this method is already deprecated, but still useful if you still work with 16.5 test_custom_vel_v001.hip
  19. cloud with interaction

    hey! I'm doing some clouds (static) and I need to make one of them "dynamic" as a character jump out of it. since I created them with some geos, then convertem into volumes and applied some noise, so no solver obviously, I'm looking into some tips to convert it into a source for a dynamic cloud cheers
  20. cloud with interaction

    hey Atom! thanks for the link, unfortunately I'm still on H16.5, I think I've seen something maybe from jeff wagner about it!
  21. Hey I'm wondering if there's a way of preventing houdini to go back to frame 1 when I interrupt a flipbook, I quite often launch flipbook to check sims and then stop to look at the sim from different perspective. I know I can write the cache but if there's a setting to avoid that it would be great I think... cheers
  22. cloud with interaction

    while working on it, I recall a tutorial or someone saying that it could be better to replace collision with some velocity injected into the volume from the moving object...I supposed is going to be faster and more art directable than the collisions, does anyone have any thought?
  23. waterfall

    Hey all! I need to start an fx of a waterfall that looks like the image attached. I'd like to get ideas on how to approach it, I think there is no need of meshes but just lots of points...
  24. cloud with interaction

    here it is as you can see the cloud has both turbulence and dissipation mapped to speed value, so the main cloud shape keeps the volume, while the moving parts get turbulent and fade away. hope it helps! test_cloud_interacting_v002.hip
×