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Hayden

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About Hayden

  • Rank
    Peon
  • Birthday 02/25/1997

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    haydencremer.com

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  • Name
    Hayden Cremer
  • Location
    UK
  1. Hi Guys, For a tool i'm working on i need the radius of my metaball to be affected by the size of a painted region from a terrain, can anybody suggest how this would be done? It needs to change as the user paints but i'm getting stuck on the exact terminology of the code i would need to type into the region field on the metaball, this is what i currently have typed into the radius field on the metaball but it isn't working: getpointbbox_size(/obj/leaf_pile/"bound1", 0) Any suggestions would be greatly appreciated!
  2. I tried up scaling the sim but i got a lot of feedback saying it looked to big and it looked more like an ocean in a teacup, i think sidefx have really improved the quality of small scale sims in houdini 17 so i'm going to try it that i think.
  3. Hi Atom, thanks for the reply! So i am just using a sphere inside the teacup static geo to emit particles from and it is set to just emit from frame 0 - 24 then stop for the fluid to settle. I tried upping the substeps to 4 and reducing the rate that the particles emit so its less immediate but the same thing is still happening, after the particles stop emitting they continue to multiply and expand the sim. Any other suggestions as to what could be causing it?
  4. Hi Guys! So i'm trying to do this simple flip sim where i have an emitter inside a teacup and i just want to fill up the cup. It's is definitely water tight, the only particles leaving the cup are over the top, but as you can see from my flipbook the particles just start multiplying on their own when they land in the saucer, which is causing them to go everywhere. It is worth mentioning as well that the particles are only set to emit between frames 0 - 24 so i'm not sure why they're multiplying. Any suggestions as to how to stop this would be really appreciated! Password: hc
  5. Hi guys! I am working on a project that needs a spirit moving through a scene, it needs to be like flowing smoke with a glowing light effect so that if reflects on objects in the scene. I cant work out how to emit light from the smoke and move with the animation, i have been playing with both volume lights and geometry lights but i cant get either to move with the animation, they both stay at where the animation is on frame 1. I have tried selecting the volume and creating a volume light from that, and also using the original animated geometry before it was turned into a volume and making a geometry light from that, but neither use the animation. Can anyone suggest what i am missing or doing wrong? Or way to get the smoke to emit light and use the animation to move? I have attached a r&d scene file and a play-blast of my problem as it stands at the moment, any help would be really appreciated! smokeLight_001.hipnc Password: hc smokeLight.mp4 smokeLight_001.hipnc
  6. Hi all I am trying to simulate rain splashing on an already full tea cup, like the reference below. I have done a FLIP simulation which fills up the teacup quickly using an emitter inside the teacup, i have also done a basic rain simulation using the POP solver. BUT. i cant get the two to interact, the rain needs to be splashing the water as it hits it but i have been struggling for a few days and just cant seem to get it to work. I'm guessing its because i have used a FLIP solver for one and a POP solver for the other, but i have tried making them both FLIP or both POP but i just cant seem to get it to work with either. I don't know a huge amount about particle simulations so i might be being really dumb here but can anyone give me any advice or spot anywhere where i have gone wrong? I've attached the scene file and the geometry .obj that needs reading in, along with some screenshots of my nodes. Any advice would be amazing! Thank you in advance! ^^ Passwords: hc rain_issues.hipnc teaCupV3.obj
  7. Rain particles going through the ground

    That worked! Thank you very much! I was plugging in the groundplane in the wrong place before, just me being tired i think!
  8. Hi! Houdini beginner here, I am trying to make a basic rain sim of rain interacting with an object and splashing on the ground making puddles. I am having a problem with the particles splashing on the ground, they are acknowledging that the ground is there but 50% of the particles splash against it but the rest go through it and splash just under it, i have tried using different things for the ground like a groundplane and geo but i keep getting the same problem. Any suggestions or help would be amazing! I Have attached the scene file if anyone would be amazing enough to have a quick look? Thank you in advance! Rain_001.hipnc
  9. Hey thanks for the reply! This is what my Geo Representation looks like, i cant see why they aren't colliding fully because its a good representation of the geo?
  10. I have three individual components to this briefcase, the body, the handle rings and the handle, the body is a static objects and the other two are RBD packed objects, all concave. I am trying to get the handle to hang from the suitcase naturally but they are falling through each other, there is a slight reaction but i cant get them to completely react to each other. I have attached a zip of the three .obj files and the .hip file if anybody could have a look. Any help would be really appreciated ! Thanks! Assets.zip
  11. WOW i feel stupid Thank you for the fix! I think in future a good nights sleep might save me a lot of time
  12. Thank you for the reply, i tried putting the substeps up but it hasn't seemed to make much of a difference, i have done a mock scene where the same problem is happening if anybody could have a look? IntersectingGeo.hipnc
  13. Thank you for the reply! I understand its difficult without the scene file, i haven't attached it because it has upwards of 30 models in it that i have read in from elsewhere. i have turned on guide geometry on everything and it is displaying as fine, everything has correct guide geometry where the faces are blue. I still dont understand why the collision geo does seem to be working but just not 100% This is still an ongoing problem so if anybody reading this thinks they may know something that would help it would be greatly appreciated
  14. I have a load of RBD packed objects smashing on a Ground Plane, they're all intersecting by a consistent distance through the Ground Plane, the RBD packed objects are all convex hull rather than concave although changing between the two doesn't seem to make a difference. I've tried replacing the Ground Plane with a static box and trying different geo representations on it but that doesn't seem to work either. Any suggestions on how to fix this would be really appreciated! Thanks
  15. I want to have a puddle of water/lava that starts to rise up to create a character standing up that i have animated, i have tried doing it in reverse by melting him and playing it backwards but it looks wrong, i want to learn how to do it properly. I am looking for any good tutorials that might help me? Any help would be amazing! Thanks
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