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SquirkyTurtle

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About SquirkyTurtle

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    Peon

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    Maya
  1. Emission from cached geo opposed to animated

    Alright, so I have figured out that the velocity is the problem. I tried to delete all velocity off the cache and recalculate it using a trail sop but for some reason it doesn't give me the same results as it does for the hand animated geometry. I get weird negative numbers and extreme high values for some points.
  2. Hello Houdini people Has anyone ever had funny results when emitting flip from cached geometry? I am having some object fly around my scene (they are just geometry instanced onto points). When emitting flip from them, it behaves weirdly, not like the same emission from the same objects (animated instead of simulated) is. I am wondering why this might be and if it has something to do with the velocity or maybe substeps. I tried adding more of the latter and adding a timeblend but it does not seem to fix it. I am grateful about any input!
  3. Oh wow, thank you so much! This does the trick
  4. Yes, I could. It is a bit painful but defiantly an idea thank you!
  5. Hi, thank you! But I think you forgot to attach the link
  6. Hello people of Houdini! I am having a problem and I am struggling to find a solution. I simulated some points, they start of as a small number and accumulate over time. Now, I want each point to have a unique point number. Normally, when dealing with a changing point number, I create an ID attribute at frame one. But so far, I have only ever encountered scenarios where the points got less and less over time, not more and more. I am not sure how to approach this and it is driving me crazy. I don't really want to resimulate my points and turn off the spawning over time, but I need to keep track of which point is which. If someone has an answer to this issue, I am super grateful for any input. Thank you so much in advance!
  7. Viscous fluid trail

    Hello Houdini people I am trying to simulate a very viscous sticky fluid wrapping around and hanging from a sphere but never fully dropping of it. The sphere moves around and I want the fluid to pull trails but be stuck to the object. I am kind of struggling with the approach and was wondering if anyone had any input of any kind? I have tried advecting particles by smoke and killing them off quickly to cause the Illusion of a trail but its not really what I want. I also played with surface tension and just normal trails but I feel its not going anywhere. I'm happy and really grateful about input of any kind
  8. Houdini flip "sinks" within boundary layer

    Does anyone have an idea why my flip sinks within the boundary layer like you can see below? It started at the same level as the boundary but when I cache it and play it back it starts "sinking" until it randomly stops at one point and reflects of the sides towards the centre? I am grateful for any help
  9. Flip simulation static object collision problems

    I changed the velocity from particle to volume and that fixed it. I am still not sure why this is but at least I am not getting exploding flip anymore
  10. I am having a massive problem with my flip sim and I have no idea what causes it. Basically, my simulation is a simple fluid tank, with some static static objects and one deforming static object, that I cached from another simulation. This object is a "thick plane" shattering and cracking, being pre-fractured and dynamically fractured using a "voronoifractureconfigureobject" in the other simulation and then cached as a .bgeo. I have made a collision volume for this using "collsionsource" and the collision mode is volume sample. I changed the collision separation on the flipobject so I get correct collision guides. Now, when playing the simulation the fluid displays unnatural behaviour. It randomly "explodes" all over the place. I added a sopsolver in which I manually tried to clamp the velocity and even set it to zero but it just causes points to appear in random places. I took some flipbooks and images, you can see them below. I have no idea what causes this and I am getting very desperate to fix it so I am super grateful for any suggestions of any kind. The second image is the collsison guide on the static object, the first one is the collision visualisation. I also attached a bit of tbroken_flip.mp4broken_flip.mp4he flipbook showing whats happening (one is with the velocity set to zero inside the sop solver, the other one is unchanged velocity). Also: I have tried using an rbd object, an rbd fracture object and a rbd packed object instead and I get similar results. I also tried higher seperation, remeshing the object before it enters the simulation, adding a trail to compute velocity and setting the objects velocity to zero on SOP level. I am also using a narrow band but I get the same results if I turn it offf. My scene scale broken_flip.mp4broken_flip2.mp4
  11. Dynamically add rigid bodies to flip sim

    I have kind of solved this problem and I am now just loading in all the objects from frame 1 and changing their active attribute as the simulation goes along. To do this I need a SOP solver inside my DOP but I am not sure how to wire the rigid body solver, the flip solver and the SOP solver together? I need the SOP solver to only affect the rigid body object. I tried using a multisolver but all combinations I tried seem to be not working and give me funky results with the flip. Does anyone know how to do that the right way? Edit: Never mind, I figured it out I think. I am using a multisolver for rigid body solver and sop solver and then I am merging that with the flip solver. I am not sure why this was not working previously, I might have had the wrong relationship in my merge node or something
  12. Dynamically add rigid bodies to flip sim

    Hello there I am working on a flip/ rigid body setup where I basically have some packed objects gradually being added to the simulation. They are simulated in another DOP and cached out and I need to drop them into the fluid DOP at one point (they leave one simulation and enter the other), which means the amount of rigid bodies in DOP 2 will have to update at simulation time (the first frame there is none, then they pop up one after another). I have a SOP solver and I thought I could just merge and update the geometry in there, which works when it comes to the rigid bodies, but somehow they loose interaction with the flip? Does anyone have any suggestions on how to do this the right way? Thank you!
  13. Crowd agent orient problem

    Thank you so much, that was a great explanation, I am really grateful! I got it now and my clips blend nicely
  14. Crowd agent orient problem

    Okay, I made a quick example file with what I am attempting to do. Basically, I would like the turn clip to play and then I would like to blend into the running clip once the agent is turned. I am pretty new to this so I am sure I am not understanding or doing something right. example.zip
  15. Crowd agent orient problem

    Will do when I'm back at my computer, thank you
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