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About diogomgf

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    Diogo Ferreira
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  1. Gas Linear Combination

    Thank you =)
  2. Gas Linear Combination

    I created a gaslinearcombination node and set the Destination field as vel, and in the combine operation I set to multiply source1: friction and source2: vel. friction is a custom scalar field created by me, with a 3D noise. The gaslinearcombination doesn't work as expected. On the other hand, a simple gasfieldwrangle with the following vex code: " v@vel *= f@friction; " does the trick. Why isn't the gaslinearcombination working?
  3. FLIP unstable border particles

    Managed to solve PARTIALLY the problem by forcing oversampling at the boundaries in both the emitter and the reseeding... Some friction and stickyness also helped.
  4. FLIP unstable border particles

    Maybe a GIF is easier to see...
  5. FLIP unstable border particles

    I am trying to get a calm puddle, and I have managed to achieve that in most of the fluid. Still, I can't get rid of this moving particles at the boundaries.... I've tried deleting them, but new ones will start moving until they get there... puddle_02.mov
  6. Houdini Pyro OpenCL Error

    I tried already using the field match to make them have the same resolution and it didn't work... This problem only exists when I am using OpenCl... :s
  7. Houdini Pyro OpenCL Error

    Getting an error when trying to run a pyro sim with openCL: "gasturbulence1: Error: compute_turbulence_cl: Error: smokeobject1 - /obj/geo1/dopnet1/pyrosolver1/gasturbulence1/compute_turbulence_cl: Fields must be matching for OpenCL " Any ideas?
  8. Accessing the pressure scalar field in Pyro

    @merlino once again, thanks for the valuable info! I'll share a more advanced setup I managed to create by diving a bit deeper: In SOP level I assigned float values to points and created a vdb from points with said "mult" volume primitive. Then I used the sopscalarfield node to read those values and in the gasfieldwrangle I multiplied my "press" scalar field (created by copying the values of the pressure field) with the "mult" scalar field values. This way, I can use "press" field as a control field for any gas force such as disturbance... And the "mult" field serves as a mask for the "press" field. Watchout for the "Default Operation" default value, as it is "Set Initial" and, in case you have an animated volume you may want to swap to "Set Always". Otherwise it won't update the field.
  9. Accessing the pressure scalar field in Pyro

    @merlino worked like a charm! thanks alot
  10. I am trying to recreate this effect, and I can't find any info on how this techniques were implemented… Any help ? Thanks, Diogo
  11. 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.
  12. 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...
  13. 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
  14. Multiple RBD Objects

    @toadstorm unfortunately packed prims don't work for what I want
  15. 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