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Everything posted by nicoladanese

  1. helium balloon sim

    that is a great source! thanks for pointing me to it!
  2. helium balloon sim

    hey all! I'm about to try to do a sim like this one, and wondering which is the best approach. My balloons are already flying and not colliding that much, so my goal is to have a decent amount of control in terms of motion, and calculate collisions. Any idea on what to use? rbd? cloth?
  3. rbd sim lost uvs

    hey all! I'm importing an obj with uvs into houdini, shatter it and sim a rbd bullet dynamic. I've noticed that after the assemble node created by the shelf tool uvs are gone. now I'm trying to cache out an alembic but once imported outside of houdini I can 't get uvs back...any idea why? cheers
  4. sim bounding box of pyro trails

    yup, clustering, and yes there's a resize, I found out the size of each is driven by the scale attribute of the points created for the clustering, so plugging a wrangle to that you can increase the size of each cluster, so I made it bigger as needed...the resize has a delay otherwise the sim won't pick up correctly the emitter. so I activate the resize right after the emission is completed. This kinda work, maybe there's a smarter solution
  5. sim bounding box of pyro trails

    hey I'm trying to set up a missile trail, and started from the shelf tool I encountered an issue due to a strong wind I'm applying. basically the sim is going out of the bbox of each segment of the trail. Is there any way of letting the sim going out of the original bbox size? cheers!
  6. static gas turbulence?

    Hey James, thanks for that I'll look into it as soon as possible!
  7. static gas turbulence?

    Hey! I'm trying to get a very low freq turbulence in my smoke trail sim, but even if I put pulse length to a very high number, 10000, the turbulence keeps moving with time, while I want some sort of static turbulence to break my trail line..any idea? cheers
  8. static gas turbulence?

    Hey Atom, thanks! I opened a ticket and sidefx asked for a scene to investigate...will update here asap here the issue is double I'm afraid, in the CL code time is just as it is, with no reference to a multiplier, but at least I could modify it to suit my need, without openCL I did not find a way to make it work...
  9. Hey all! I'm using more and more a technique with fetch multiple nodes and render them all in one go, so I can set the sim, cache it and render it overnight and come the morning after with all done! What I cannot seems to figure out is if it's possible to send this in background, like a simple render on a mantra rop, without keeping houdini locked cheers!
  10. static gas turbulence?

    okay so looks like I found a solution, I had to activate open cl, then dive inside the gas turbulence and looking at the code in the compute_turbulence_cl time was just multiplied as it is, in fact no further math is applied to consider the pulse length...so manually changing time to 0 did the trick of having a static turbulence...not sure if it's a bug, will flag that to sidefx
  11. static gas turbulence?

    hey Andrii, tried but no luck, still moving, looking like is not affected at all
  12. static gas turbulence?

    hmmm weird, in the fluid source pulse at 0 kepps the noise static, but in the gas turbulence node looks like the pulse lenght is not connected to anything, this flipbook was made eith pulse at 0
  13. static gas turbulence?

    Hey Evan! thanks for your reply, but I'm not sure I explained myself correctly, I'm looking into a way of keeping the velocity vectors of the turbulence static, at the moment they move, the help says to increase the pulse length but they still move, slowly but still moving...
  14. flip object explosding

    hey! I'm trying to turn a deformed box into a flip and let it explode (the deformed box is just to fake some numbers exploding into water). I'm looking into some way of applying a radial force to my flip sim, but metaballs doesn't work, not sure if I'm missing something...or if there's a smarter way of doing it... countdown_explosion_v002_t000.hiplc
  15. flip object explosding

    hey Nigel sorry just saw your reply, I ended up using some footage (ahah shame on me), sorry what do you mean -ve surface tension?
  16. whitewater - discount version

    Hey I need to create some splashes (only points) of a dolphin going out of water, I don't care about how the whitewater interact with the flip fluid, I just need a raw flip shape to emit whitewater from, and then the whitewater going up and down. camera is a side view and I don't see the surface of water. so at the moment I'm keeping the bbox of the fluid pretty big to contain the whitewater sim, I wonder if I can emit the whitewater from a small flip sim (or a cahed version of it previously cropped) and then let the whitewater go freely without boundaries from the flip sim..I really hope I made myself clear enough cheers!
  17. whitewater - discount version

    Hey Andrea, thanks for your reply, I made some step forward, and decided to discard whitewater and use only flip fluid, the issue I'm having is still there anyway...here I uploaded 2 videos showing my scenario: shotcam is what I need to render (obviously), I don't need water surface, only the splash in the air. but if you look at the second video, witness cam, you see I'm simulating a huge container...it's okay like this, I mean I can do it, is just that to me it looks a big waste of time...I'm meshing only in the area where I need it so in the end the cache is quite light still unnecessary slow to sim in my opinion
  18. popnet, getting number of points for sourcing

    thanks guys! I think opinputpath was the command I was looking for! thanks for the hip Miguel!
  19. Hey! I'm scattering some points and then use them as first input in a popnet to sim it. in the pop source I'd like to just emit a point for every source point, so basically I'm emitting for 1 frame with the same number of points, to get the same points in the sim. is there a way to tell the pop source to emit the exact number of points you have as input (at the mo I'm just manually putting the number...) ? cheers!
  20. popnet, getting number of points for sourcing

    hey thanks for your reply! right, but what about the impulse count? I was looking into something like an expression to tell the impulse count how many points I'm feeding into the pop source...
  21. resize fluid container, best approach?

    Hey! I'm emitting fire from an abject, the object is static but I'm culling part of the object over time to simulate a propagation effect. say that at frame 1 the object is not emitting, and at frame 40 is emitting from the entire surface. If I use the resize at first frame it snaps to nothing (obviously), so I can put a delay of 40 frames to be sure that the resize is including the source, but doesn't look like a smart thing to do as the first 40 frames are unnecessary slow...which approach would be the best? maybe I can add a tracking object which roughly replicate the spread of the emission? have a good day!
  22. meshing slow mo flip fluid

    hey! I'm doing a product splash with a slow mo effect. I tried different solutions about how to retime the sim, and I'm pretty happy at the moment with the technique of timeblend / tiemshift. I was also keen on trying the substep caching ( so a more accurate solution, but slow...) . Anyway, as I said I'm pretty happy with the sim, but once I mesh the particles it seems like the mesh is not really consistent across the frame. Is something you don't notice at full speed, but in slow mo is quite important, especially with water where even a little change in the mesh dramatically modify the look of reflections/refractions. So what I'm doing is cranking up the number of particles (reducing the separation...) to get a more precise mesh. But I'm paying this in terms of sim speed...I was wondering if any of you has experience in this topic. I'm also thinking about changing the scale of the scene, is quite big at the moment (geos are from another software), maybe simming this at a proper scale will help sim_v003_t000.mp4
  23. meshing slow mo flip fluid

    hey Nigel, well yes I'm pretty happy with the result, I ended up simming at real time and then retime at about 1000% of the original speed (so not a huge slow mo, we work at 25 fps here so my slowmo was roughly 250 fps) you can see that the behaviour sometimes isn't really accurate, especially when a collision happens, but still okay...when I think about the sim I'm surprised on how the time of simming/meshing/rendering is splitted in a (for me). I'm really close to deliver the tv commercial, then I will breakdown it and share the results, it will be quite different from the video I posted due to client requests...
  24. meshing slow mo flip fluid

    Hey Nigel well changing the time scale in the dopnet dramatically change the look of the sim, so I avoid that...after a bit of research I found useful tips on the houdini help for the particle fluid surface following those steps I definitely got a much more stable mesh, with no flickering
  25. read back substeps

    great thanks!