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zinogino

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About zinogino

  • Rank
    Peon
  • Birthday January 12

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  • Website URL
    https://www.behance.net/zinokua

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  • Name
    Zino Kua
  • Location
    Malaysia
  1. Deadline & Houdini File Path

    Hey there, sorry for the late reply. Couldn't get the ROP deadline node to work so ended up just using the submit houdini to deadline on the top render menu. Talked to the engineer who runs our deadline farm and he has no idea on it as well. Hope this helps!
  2. Hi, thanks for this and it's wonderful and works for particles. However, it doesn't seem to centroid the rotation as well?
  3. if the points are generated from the cube and added via the add sop, just use the i@pintoanimation function and it works
  4. Flip Sphere Motions

    Hey there, I'm trying to replicate this setup: Liquid Sphere Based on my scene, I have a sphere and the particles are generated from it with iso offset and particles from volume. Within FLIP, I tried to control the velocity with pop forces (POP force, pop attractor and pop axis force) and got somewhat of a swirly motion but the in the reference video, towards the end you can see the fluid is ground around a torus like motion and the shape as well Any pointers on achieving this? HIP file attached included. Thanks! SH02_Water_v02.hip
  5. Plane Smoke Trail

    Hi, sorry for that. I've re-uploaded a new file with cleaning up. Thanks
  6. Plane Smoke Trail

    Hey guys, Trying to do a smoke trail simulation similar of a jet stream. I've attached a sample hip file below of my current setup. My plane is static and the camera is animated. I've isolated the engines and use it to do a particle simulation where the particles are being blown away with some minor noise and each particle is given a lifespan so it dies and doesn't stay too long. Originally, the particles are being turned into density and be used in DOP with smoke solver for simulation (add disspate, turbulence and disturbance) to get the look of smoke trail but the results isn't really working and not what I'm looking for. I then tried to use the particles as density and just piped into cloud noise to randomize the density so it looks okay-ish but my question is it possible to get a fairly decent looking smoke trail with my setup or is my setup direction wrong? Thanks Sc01_SmokeTrail_v01.mp4 AirPlane.hip
  7. Wire Solver Constraints Shifting

    Hi, Playing around wire solver and using the attach wire to surface constraint from the shelf tool. However I ran into issues where the constraint points would shift and not stick to their assigned points. On the help docs, it says to select points on the goal object, or just select the goal object and the tool will constrain to the closest of all the goal object’s points. I've created group of the points on SOP level and assigned them via the sbd constraint created in DOP but the points still shifts. Any ideas on what's causing this or is my setup approach wrong? Goal is to constraint the wire points to the GEO easily with groups so I can deform the geo anyhow I want and attach the wires. Thanks WireConstraint.rar eIcfCqUVie.mp4
  8. Hair Problem - Getting thinner at one spot...

    Hey man, try using the guide collide with vdb at the end of the guide groom and push any intersecting hairs outwards maybe?
  9. Hey everyone, So just started deadline for Houdini and I've managed to send my rop output to deadline for rendering but when I explore the output file path, it shows file does not exist. However, when selecting the explore file path, it opens the correct pointed file directory where I want my caches & renders to be at. It does work if I copy & paste the output file path I'm using $JOB for all my files since I'm working, rendering, caching off our servers. Our IT guy have no clue on why it's behaving like this as well therefore would be best if anyone can guide me in setting up deadline? Screenshots attached H16.0.633 | Deadline 10.0.19.0
  10. Underwater impact splash

    Thanks for sharing the hip file. Definitely helped me in achieving water drop impact shot as well. I initially did a small test run by faking the effect with a timed pyro sim from the animated geo and it does work but seems like combining with an actual flip tank yields better results. *Initial test with pro*
  11. Underwater Bubble Sim

    Hey guys, so basically I'm trying to replicate an object dropping into a tank of water splash but with the bubbles/water only. The way I'm currently doing it is by emitting particles based on emission attributes defined on the surface based on it's velocity and using vdb from particles to mesh the liquid and so far it's alright. However, the client wanted a more art directable look towards the pop sim whereby more lengthy/streaky bubbles instead of huge splash etc and it got me thinking how can I achieve this? I'm on H16 and there's no pop fluid where I can easy increase the surface tension and viscosity to save my shot. Is there any pointers on hacking this shot without doing Flip? I'll upload my WIP, files and other references from client tomorrow. Thanks
  12. Retime Fluid Mesh

    嗨,已经有ID了。 我已经找到问题在哪了,我的emitter substep不够
  13. Retime Fluid Mesh

    Alright, don't wanna create an extra thread but would appreciate if anyone could point out my error in meshing my fluid sim. My settings: Particle separation 0.0035 Particle radius 1.2 Grid scale 2 Min Substep 1 Max Substep 8 Reseeding off Swirly Kernel In my particle fluid sourcing, I've played with filtering etc and it's still showing such stepping. Stepping goes away if I decrease my particle separation to ex: 0.015 Happy to share a strip down scene file.
  14. Retime Fluid Mesh

    Hey there zybrand, Thanks for pointing out the error on my setup. However, I'm still experiencing weird issues when trying to retime after the compression cache as if interpolation is checked, it still glitches and it goes away if it's unchecked.
  15. Retime Fluid Mesh

    Hey wizards, So I'm pretty stoked on the new retime sop but I'm having trouble getting it to work on meshes. In the attached image, flipSim_cache is 90frames and in the retime sop I'm trying to extend the length to 175frames. Problem is, I'm able to slow the animation down but it always end at frame 90 without finishing the original animation. If I turn the interpolation on, my mesh is all messed up. Any pointers would be very much appreciated. Thanks!
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