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SquirkyTurtle

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About SquirkyTurtle

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    Peon

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    Maya
  1. dynamic cloth constraints

    Hey! I am trying to dynamically make some cloth constraints in a SOP solver. I am using the clothattachconstraint node and I am filling my empty group inside the sop solver, hoping that the constraints will be picked up in the clothattachconstraint. Instead, the Frame after my constraints are created, my DOP errors with "Failed to process constraints". Is there a better solution to do dynamic cloth constraints? Thank you!
  2. pyro cache gets stuck in place/ freezes

    Yes I am! Ohh I see, that explains why I don't get that result when I run it on lower settings. Thank you so much, this was driving me crazy!
  3. pyro cache gets stuck in place/ freezes

    Hey guys, I am doing a pyro sim and I am getting this really weird error where my pyro just randomly freezes at one point in the cache. There is still some movement (like some small turbulence) but it seems to be stuck in place. Has anyone encountered this before? I am grateful about any input! Thank you
  4. render snow sim in maya (mesh/volumes)?

    Woops, no sorry, forgot to clarify this. I am wondering about a grain sim, like ground interaction
  5. Hey everyone, I am wondering what your best approaches are for turning a grain sim (snow) into a renderable mesh. I have tried both, converting it to VDBs and then geo as well as using volumes for rendering. I am wondering what you'd recommend when bringing my sim into maya for rendering. Should I stick to points, convert it to a mesh or stick to volumes? I am happy about any input, thank you!
  6. Hi everyone, I am trying to do a simple POP sim but I am kind of stuck. I am trying to dynamically add points to my sim of already existing points inside my SOP solver. Whenever my point hits the ground, I want to add a pile of new points at the collision spot, all with initial velocity which then become part of the sim. I know I can do this using the pop replicate dop but I want more control over the points and their velocities I add and I would prefer to do it manually. Any chance anyone has some pointers of how to approach this best? I would be grateful!
  7. 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.
  8. 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!
  9. Oh wow, thank you so much! This does the trick
  10. Yes, I could. It is a bit painful but defiantly an idea thank you!
  11. Hi, thank you! But I think you forgot to attach the link
  12. 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!
  13. 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
  14. 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
  15. 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
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