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Stephen Moroz

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About Stephen Moroz

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  • Name
    Stephen Moroz
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    Hertfordshire, UK

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  1. Delete scatter points based on time

    Hey, I'm sure there's a MUCH simpler way of doing this, but I'm tired and this way kinda works, so hopefully this is of some use to you! deleteScatterPoints.hipnc I'm essentially just using a solver node to test each point to see if it's red on both the current and the previous frame, and if so, create and set a "kill" attribute to be 1 (the rest will be 0 because that's the default for new attributes). Then after that, I just delete any points that have a kill attribute of 1 (and also any points that aren't red). Then in the pop network, I just set the source to "all points" Hope this helps! (although like I say, there's probably a much simpler way!)
  2. Color in FLIP sims - milk pour into tea

    Cheers for the suggestions guys! Unfortunately the actual particles are going through, so it isn't a problem with the surfacing. I've adjusted the animation of the carton and it seems to have introduced some more problems with the collision: I guess I could just cut out the particles that are problematic before surfacing, but I'd rather get it working properly if I can. At the moment I am generating collision and collisionvel fields in sops and then bringing them into dops using a fluid source node (that way I can cache these fields separately, saving time in the sim) - would it be better to use a static object node instead?
  3. Houdini 17 Wishlist

    Another small thing would be the ability to name flipbooks in the flipbook sequence list. By default, they are all named "Flipbook Images", which you can change, but they all reset when you do a new flipbook or when you close and open the list. The ability to give all you sequences a name and perhaps a comment would be incredibly handy when comparing different sims. However there might be a way of doing this that I am unaware of, so please correct me if it's actually possible!
  4. Delete segment of a curve

    This should fix it: delete_segment_02_fixed.hipnc Connectivity is just setting a class attribute on the points for each connected piece, and then the add node is deleting all the prims and creating them again using that class attribute.
  5. Delete segment of a curve

    Hey, I've fixed the issue - the entire line was being stored as a single primitive so when you deleted the points, it kept the line connected. All I did was add a 'convert line' SOP before the point wrangle, which makes every line segment a separate primitive. (I also turned off the rest length attribute since you probably won't need it). delete_segment_01_fixed.hipnc
  6. Color in FLIP sims - milk pour into tea

    I've gone ahead and modeled the mug and milk carton, and set up a flip sim. However I seem to be having trouble with the milk going through the collision geometry. I've made sure that the collision volume has sufficient width and no holes, but it seems to still go through. Any ideas? Here is the problem I'm having: And here is the collision field, visualized on the flipobject node.
  7. In that case, you can still use the nearpoints expression and then iterate through the array with a foreach loop to check if each of them posses that attribute
  8. Hey, you can find the point numbers of neighbouring points using the 'nearpoints' vex function. That will return an array of point numbers from the nearest to the furthest. Then from there, you can reference the nearest point number in a point() expression to retrieve the value of the attribute. However I'm not sure what you mean by "left", since left will change depending on the angle of view. Could you clarify what you mean?
  9. Fluid solver from scratch

    Hey, I took a look at your file and found the problem - on the sopscalarfield node in your DOP network, you had the default operation on "set always". This meant that with every frame, it reset the density field to being equal to the "Source_Density" null in SOPs, hence stopping the solvers from having any effect. If you put it back to "Set Initial" then it will all start working correctly
  10. Color in FLIP sims - milk pour into tea

    I've been working on the flip sim but I've come across a strange issue. When I add the milk particles into the mug, the level of the water seems to get lower rather than higher. I've not had much experience with flip sims, so any ideas what might be causing this? UPDATE: I turned on particle separation in the flip solver and now it's fixed!
  11. Color in FLIP sims - milk pour into tea

    Hey @ParticleSkull this is super useful, cheers! I've looked through your hip file and this seems like a great place to start. I'll experiment with this method further and see how it goes
  12. Houdini 17 Wishlist

    One little bug that's been bothering me recently is when you copy a parameter and 'paste relative reference' into a wrangle. If you have an empty wrangle then it's fine, but if you already had code there, it replaces it all with the channel expression, rather than just pasting it into the code. Just a small thing really, but it would be cool to see it fixed
  13. Color in FLIP sims - milk pour into tea

    Hi everyone, I was thinking of creating a simulation of milk pouring into tea as a showreel piece, but I'm not sure how best to go about it. I have seen people using color in FLIP sims, however in all the examples I have seen, the fluid is shaded to be opaque (like different color paints mixing). In my case though, I'd need to be able to see the milk as it is poured into the tea and see it underneath the surface. Then over time, it needs to change the color of the tea. My best guess would be to simulate the liquid, and then create a separate smoke simulation for under the surface of the water. However I have no idea how I would integrate the two. Here is a reference video I found: Any ideas for this would really be appreciated!
  14. velocity field question

    Hey, I took a quick loop at your hip file. I think it might be because the particles are going outside of the cone shape where the velocity is zero (and hence stopping).You could try creating a bigger velocity field and see if it fixes it
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