Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


Andrea last won the day on May 15

Andrea had the most liked content!

Community Reputation

54 Excellent

About Andrea

  • Rank
  • Birthday 12/31/1993

Contact Methods

  • Website URL

Personal Information

  • Name
    Andrea Sbabo
  • Location
    Lost in the Alps

Recent Profile Visitors

711 profile views
  1. house collapsing

    Try give a look at the hipfile attached. There are some issues in the way you built your constraints and try to break them. Of course is good that you separated them in strong, weak for the frames etc... but glue constraints are not going to break if there aren't any forces applied to them that are stronger than their strength, gravity is not enough. If you have everything connected to everything, nothing is going to move. That's why we need to use metaballs or some other magic tricks to initialize the simulation, breaking some constraints so the simulation can start and propagate. If you just delete all constraints in a certain area, of course the whole structure is going to collapse and you are not going to have any big pieces. In scenarios like that is useful to give some conditions (for example using the name of the constraints) and break just some of them. That's why preparing as much as possible in SOP are going to make it easier later on. If you want to break a different type of constraint, just change the name in the SOP solver to match it. testtOd_00.hipnc
  2. house collapsing

    https://www.youtube.com/watch?v=D40Ypt-ipxQ Here are showed at least one of the methods to control the fracturing. The important part is the grouping of constraints in the SOP solver. In the primitive wrangle you can use whatever you want. In your case probably you want to set @group_broken=1
  3. [SOLVED]Lossing Rest field after converting VDB

    @Marcocheng Do you mean offset the rest field in the pyro solver option?
  4. Sorry I had no idea you where a beginner. Glad you found the solution of your problem by yourself! They aren't really that complex. As always in Houdini you need to understand where to write or change parameters. A couple of examples with this microsolvers: example_volume_masks.hipnc (sorry for the low res, my pc tried his best) Great resources are: - The microsolvers you mentioned! If you go inside of the turbulence microsolver for example you will find other nodes. It may take a while to understand what's going on but 100% worth it. - https://ceyhankapusuz.com/2017/01/09/houdini-micro-solvers-1/ - https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc09/Claes/thesis/PeterClaesThesis.pdf which is @pclaes thesis. More advanced but full of useful informations - this forum Somewhere here there was a great topic with a lot of examples but I can't find it anymore
  5. Hi! You can modify the velocity volumes your self using microsolvers such as gas linear combination, gas calculate or gas field wrangle. You can scale down the velocities manually and globally at a certain frame or use volumes as masks. Using masks is generally better because you can focus the effect on a specific area and leave everything else as it is. This mask volumes can be created in SOP context, created in DOP or from the fields of the pyro solver or combine them all!
  6. Exploding Fruit!

    You are doing nothing wrong I guess. Probably they haven't been seen from the people that know the answer to your questions. Anyway I have never done something like this if not for a strange pumpkin, but maybe I can give you some ideas if don't mind. If I think at exploding FEM with a shell I think at this video. In my opinion the result is really good and I have seen similar ones on fruit juice commercials, but maybe we have different ideas on how it should look. Another possibility could be to fracture the shelled object and simulate it as a rigid body with hard constraints. Of course this will create some gaps between the rigid pieces. After you cached the simulation you can close them by testing the distance between every pair of points on the edges. If the distance between the two points is smaller than a certain threshold (so there is a gap between them) you modify their position and keep them in the same position, otherwise they stay in their simulated position. This is going to create a nice breaking/tearing effect and in addition of that you can use all the rbd tricks you know. I think these days you can also get some great results with vellum with a little bit of experience with it.
  7. Hi! I am creating a digital asset with some paint nodes inside. I am promoting their interfaces to the hda UI. I have set the parameter in Type properties/Node/Default State to paint. This way when I click on the show handle brush it switches to the paint tool (in the bar above the viewport). The problem is that the brush circle doesn't appear and when I try to paint on the mesh it does nothing. I just found this thread about the topic but I haven't been able to make it work, maybe because a lot of things are changed from 2010. Any ideas on how to do it?
  8. Pyro renders taking way too long

    This quality values are already low, seems like a lot of time. What I would check: - Is your pc usually that slow with other volumes rendering? - Which resolution are you rendering? - Which and how many lights do you have? Keep in mind that enviroment lights take longer to render than a directional or a point light for example - In the light settings I would check the Sampling Quality if is still at 1 - Being the smoke fairly transparent is possible that Mantra thinks is all noise and is shooting every time the Max Ray Samples. I would also try to reduce this to 4-5 if you have it at an high number and set higher the noise level, just to see if this is the problem
  9. Vellum jitters non-stop without loss of energy!

    I am sure is possible also with the SOP solver to filter the data using several timeshifts but with CHOPS is a lot faster to setup. For this kind of things often it can save a lot of time being just one node and one line of code
  10. Vellum jitters non-stop without loss of energy!

    Ok, a bit off topic I should have tried to do it with vellum but I had this idea. What about using chop as post-process for filtering the noise/jittering? Usually the jittering starts or at least is visible when the object is almost static. In this case you can use the length of velocity to blend the cloth/vellum object between the filtered/non-jittering simulation and the non filtered object. This way you get the best from the two. This trick saved me a lot of times (if you consider three a lot) and the supervisor was happy about the "clean sim" vellum_basics__jitter_02_chop.hip
  11. Tranfert information from color Pyro to geo

    You have this black spots because you are using the volumesample also on the heat, which has also values of zero. The zero heat values multiplied by this temperature ramp are causing the black spots. It depends what you want to achieve. You can modify the operations inside your volumeVOP or you can modify the heat before it goes inside the volumeVOP (clamping/fitting it to 0.5-1 for example)
  12. When To use compression For BGEO

    I have never thought too much about it but I have used both of them. Useless to say I almost never had problems with both of them. The only thing you may notice is a little difference with the compressed format, which is faster in loading/writing the caches being smaller file sizes. I think is worth to mention that I had an issue just once using the compressed format and packed disk primitives. Something wasn't working correctly using compressed caches made in Windows and rendered in Linux machines. But I can't be 100% sure since at the time the farm was new and had several other issues. I just know that if I was using the non-compressed files I was able to render this instanced buildings but not with the compressed one. I have no experience with them
  13. An idea could be mix the texture values based on the geometry rest position. This should produce smooth values on the edges and help on the blending
  14. That's what I was searching for, thanks. Doesn't matter if it's not for Houdini There is the paper so probably I can adapt it somehow for the refraction.