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Posts posted by anicg

  1. I did not add any drag (unless it is there by default and I did not find it/turn it of). The set up is very very simple. It is a failed attempt to mimic the free "Applied Houdini - Liquids 1", his fluid sim looks normal, mine is shooting all over the place.

    node graph.PNG

    applied houdini.PNG

  2. Thank you. I've fixed that part you showed. But for the "going crazy" part of the flip simulation, that can't be due to the fact that it's moving very fast, because it's moving very fast in both cases (with and without collision).

    Without collision, the fluid looks very smooth, yes there is a lot of movement but it looks calm. However with collision, the fluid is shooting up in the air, there are particles shooting all over the place, the same set up just added the collision. Here is a second version of the flip books and a hip file attached (after correcting what you've highlighted):

    Without collision v2:


    With collision v2:


    I have the same problem in another simulation (rbd) as well. Is there something wrong in the collision? I'm dong this for the first time, I must be doing something wrong.

    all over the place.PNG

    all over the place 2.PNG

    Very calm.PNG

    Issue with FLIP simulation v2.hiplc

  3. I (beginner in FLIP Fluid) have a FLIP simulation that gets crazy when I add a collision (static object)

    I use the test geometry shaderball, used 2 spheres with mountain sop, boolean with front and back of the shaderball. The two deformed spheres are the source. The rest (boolean difference) of the shaderball is the collision.

    Flipbook Without collision


    Flipbook With collision


    Ii feel it has something to do with possible intersection between particles and collision geo, so I reduced the size of the sphere to leave a gap with the collision geo but the flip sim is still going crazy.

    Any idea?

    Issue with FLIP simulation.hiplc


  4. Thanks.

    I think the colour thief creates a colour palete. But the main point is to have Houdini ramp parameter populated by these colours. 

    Making a colour palette is dead easy, it can be done in color.adobe.com, or even faster in Davinci resolve. It’s not about the colour palette, it’s about populating the ramp parameter in Houdini, and being able to change one’s mind and repopulate it within a couple of seconds with another palette.

    If i use 7 colours (sometimes it can be 34 or more) i don’t want to waste time selecting each triangle in the ramp, click on the colour picker set one colour, and repeat it again, and again and again even of I’m selecting from a colour palette.

    i don’t know python, and i don’t think i will learn it fast enough to code this myself.

  5. Houdini, the mother of proceduralism, expects colour values to be set manually in the ramp parameter. Right?

    i came across a feature in substance designer in gradient map called “pick gradient” that samples colour values from any part of an image you select with colour picker and it automatically populates the ramp/gradient with all the values it found. It gives a rich ramp. Don’t like the ramp values? Just click a different area, you get a different ramp (colours). Like the colours but not the ramp distribution? Just move a few colours around. This is procedural.

    is there in Houdini (rightfully expected from a procedural software) a way to do something similar? At least not create colour by colour.

  6. After voronoi fracture, each piece has a name and can be coloured differently based on the name (color node, random from attribute: name).

    After the vdb, and vdb convert to polygon, the name is still there but not for every piece, it’s one name one colour for the whole thing, all the pieces get the same colour.

    how do i “smuggle” the name attribute through vdb and still get it after i convert vdb to polygon?

  7. To be able to use bake by mesh name in Substance Painter, I need to prepare the model in Houdini by giving names to subparts for both high and low resolution mesh, as he explains in the first 2 minutes in video below. How do I create named subparts in Houdini, it doesn't work with groups, (he shows it for Maya, e.g. top_high, top_low)



  8. I need to properly fuse these lines of bricks so that after bending I do not have gaps, but at the same time I want to keep the offset of bricker polygons. Any idea?


  9. When I copy ( a circle) to points on another circle, and the number of divisions is high (e.g. 50), I get the impression the orientation works fine.

    But in reality, the shape is twisted. So when I reduce the number of divisions to say 5, I end up with an obvious twist.

    I used the cross product of the position with the up vector for orientation.

    I need the shape not to twist, any idea?