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diogomgf

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About diogomgf

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    Peon

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  • Name
    Diogo Ferreira
  • Location
    Lisbon
  1. Deforming object iteraction with FLIP

    I also tried that, but the flip tank fills the holes left by the collisions with the source volume... its weird, its like there is only collisions below the water surface.
  2. Is there anyway other than changing the "velocity scale" under flipsolver->volume->collisions to change the influence scale of an animated collision object with the FLIP fluids? I'd like to try and have a by-object control... I tried changing the velocity of the SOP that I am using as deforming object but with no effect...
  3. RBD Objects Overlapping

    Hello every one, I am using an rbdobject node (not packed) to simulate some RBD interactions between various objects. To duplicate the various unpacked objects, I am using the "Number of Objects" parameter, and a $F expression in the creation frame to multiply them, all within the rbdobject node. Then I added some variance in the positions of the copies by using the $OBJID variable. The problem is that I have some overlapping copies... Is there any way to remove the overlapping copies ? I haven't wrapped my head around accessing rbd unpacked objects within DOPs... Thanks
  4. Multiple RBD Objects

    @toadstorm unfortunately packed prims don't work for what I want
  5. Multiple RBD Objects

    Is it possible to "emit" the same RBD hero object multiple times without having to import the rbdobject node multiple times? And is it possible to do this with offsets in the positions and different activation frames? Thanks
  6. Hello everyone, I am doing some balloons within vellum. For the upwards movement I am using inverse gravity. For the constraints I am using both cloth and strut constraints. Added some wind for realistic animation... So far everything is going fine, but this whole setup left me with a couple of questions: -When using double constraints, what does vellum assume to be the leading properties when both nodes have overlapping constraints and parameters like bend, stretch, mass, drag? -Is there any way to control mass via attributes on the original meshes? Or is there any other way around ?
  7. Hello everyone, I am trying to recreate a volume trail node within an attribute wrangle (couple steps before, but the advection of the points is all within the wrangle) When I create new points in said attribute wrangle, I can't have access to their position within the for loop they were created. I am attaching the hip file. The attribute wrangle is highlighted in red. volume_trails_VEX.hip
  8. Matrix Transformation in VOP

    Thank you for the insight, will do it as soon as I have time!
  9. Matrix Transformation in VOP

    Guess I will have to have a more in-depth look at this... Thank you!
  10. Lately I have been trying to wrap my head around transforming point positions with the use of matrices in VOPs. To do that, I tried the following: Lets assume I have 3 points with their position vectors A, B and C which come from an alembic and are constantly changing values. I use a time shift and set it to $F + 1, and extract the same points position vectors, which are now called D, E, F. Then I set A,B and C into a 3x3 matrix, transposing it (to get the vectors in columns instead of rows) and do the same with D, E, F. After all this, I multiplied the inverse of the matrix containing ABC with the one containing DEF (this was not inverted). The resulting matrix was multiplied with new Position inputs, but the resulting transformations didn't match the original ones... What am I doing wrong? Thank you.
  11. Access "dead" attribute in a point

    I was reading some comments on how the @dead attribute generated by particle streams changes to 1 in the subframe before being reaped by the solver. Is there anyway to access this attribute after the simulation? For example, if I wanted to create a static point in that same position as the particle that is going to die? By the way, the generated particles are not from a POP Network, but yes from a FLIP simulation.
  12. Hello everyone! How would you go about making the bubbles generated from a whitewater sim to last a few frames on the surface of the fluid before being killed? Thanks, Diogo
  13. FLIP Collision and behaviours

    @djwarder Ok, will check that!
  14. FLIP Collision and behaviours

    @cudarsjanis Thanks alot for the clarification!
  15. FLIP Collision and behaviours

    Hello, I come from a Realflow background where you adjust the collision settings like roughness and bounce within the menus of the object of collision. In houdini there are 2 places where I see the same settings, and I don't know if both of them affect the simulation (if not, then wich one?): FLIP Object -> Properties -> Physical. Static Object -> Physical. In Realflow there was a parameter that easily let me escalate the intensity of the collisions, meaning that some objects would create bigger disturbance and higher splashes (not affecting the global forces on the scene). In Houdini I thought the equivalent was Velocity Scale on collisions, and I tried to change the value to 0 only to find out that not much changed in the splashes generated by the collisions... Any idea how to achieve this difference in intensity? Thanks
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