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Stephen Moroz

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About Stephen Moroz

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    Stephen Moroz
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    Hertfordshire, UK

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  1. Gasoline flame

    Hey, my guess would be to just delete the heat field in the areas that are high in temperature (which would naturally be at the base of the flames). This is a quick setup I made that does this: invisibleFlameBases.hipnc Might need some tweaking, but it's kinda working! Hope this is of some help
  2. Color in FLIP sims - milk pour into tea

    Yep, adding the motion in DOPs fixed the issue. It now seems perfectly stable with just 1 substep. Thanks so much!
  3. Cinematic haze, smoke effects

    Hey, As far as I know, this would be the best way of doing it, yeah. Just create a big a box around your scene, use a vdbfrompolygons node, then add noise with a volume vop. (You'll probably want to spend some time playing with the noise, layering different noises etc. to try and get a nice result) Then you can just pipe this into a sim, emitting the density only on the first frame and add a velocity field to give the smoke some motion. (Depending on the shot, it might be a good idea to model and animate some proxy geo, and use its velocity to move the smoke about). I'm not sure what your end goal is, but if it can be done in comp, then I'd highly recommend it. Much quicker and stock footage will always look more real for this kind of thing. Plus, getting clean renders of big hazy volumes is going to be costly on your render times.
  4. Color in FLIP sims - milk pour into tea

    Oh wow, I'll have to give this a try! Cheers
  5. Color in FLIP sims - milk pour into tea

    Turns out it was just a substep issue! After increasing the substeps, most of the issues disappeared. Cheers for the help guys
  6. Color in FLIP sims - milk pour into tea

    Thanks Chris! Sorry for the delay in replying to this. I'll see if I can get a hip file up this evening
  7. Houdini 17 Wishlist

    When you create a subnetwork, you have them grey 1, 2, 3, 4 input nodes. I'm suggesting that there should be a blue display flag on them nodes too so that you can easily see what's coming into the subnet.
  8. Houdini 17 Wishlist

    A simple but useful feature - have a display flag on the input nodes of a subnet. That way you wouldn't have to put a null down just to see the incoming geometry!
  9. wrong water behavior (help)

    Hey, I'm also doing a water pour sim at the moment, and here are a couple things I've found: - Firstly, you can't sim it to real-world scale because the values will all get too small when solving and this can cause errors. For mine, I'm using 5x scale and it seems to be working without issues. - When simulating fluid at a bigger scale, you need to turn up the viscosity to compensate so that it still looks the correct scale. (I think most of the flip solver is scale independent but don't quote me on that!) - To fix the particles spreading out too much, you need to turn on surface tension. Even a very low value should stop it spreading out so much, but you can play around with it and see what looks best. - Finally, to reiterate what Khaled said, I recommend swirly kernel on the flip solver, since it is better for simulating smaller things. You can read more about splashy vs swirly kernel here: http://www.sidefx.com/docs/houdini/nodes/dop/flipsolver.html#splashy-vs-swirly-kernel Hope that's helpful!
  10. Color in FLIP sims - milk pour into tea

    Hi Nigel, I tried creating a collision vdb in sops and using it as a proxy volume in the static object, however it seems to make the sim take around 3 times longer. It also has it's own weird collision problems. Here's the result: I've just started an internship so I don't have as much time to spend on this now, but I'll try to fix this over the weekend. I'll also put a hip file up, in case anyone can see what I'm doing wrong. Cheers for the help so far!
  11. Delete scatter points based on time

    No worries, glad it helped!
  12. 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!)
  13. 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?
  14. 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!
  15. 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.