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Everything posted by amaviztime

  1. Dear Forumers, I have a FLIP mesh and long story short I need to cut the silhouette of it out of a big cuboid. Currently (tell me if I'm doing it wrong from the start, I tried about 3 completely different workflows but I think this one is best) I am using a transform matrix in an attribute VOP to flatten all the points into one plane (the silhouette) so what I need at some point is to Boolean this out of the cuboid. How can I trace an edge around the outside of this 2D "blob" of points? Then I will extrude and hey presto can do some Boolean action. Cheers in advance for any help 5D
  2. FLIP mesh adjustments

    That's not it. I want the "union" of the cuboid with the mesh that's indented, so I somehow need to remove the intersection of cuboid and NOT(FLIPMESH), for the indent? But I've just realised it's not that simple because the rest of the NOT(FLIPMESH) cuboid intersection that is not where the glass is smashing inwards is left still! I'm getting a headache lol with this Boolean lingo and logic!
  3. FLIP mesh adjustments

    Dear ODForce krew, I am doing a bullet through a fish tank in slow mo. I have simmed only a chunk of the water for two reasons. First so I can have more resolution, and second as most of the tank would not be affected by the bullet, saving unnecessary sim time. I also have a procedural cuboid with ripples (frozen of course at this time scale), that becomes the rest of the water). Where the water is coming out (having chopped the FLIP mesh and cuboid down the middle) I can boolean them together, SORTED. However the other side where the water is going in I cannot figure out an operation to leave me with the cuboid's face and the indented water of the FLIP mesh. Any ideas or knowhow? Thanks in advance, 5D. NB: The cuboid is also essential around the parts of the tank that are not being affected by the glass because the interface of the glass and the water needs to be perfectly smooth, as if I use FLIP there and surface it no matter the smoothing it's not totally flat. NB2: Here's a pic of the glass shatter to help anyone understand what is going on.
  4. FLIP mesh adjustments

    Ah OK. Zipped up and provided. I'm not sure either of you have understood what I was after (my fault obvs). I need the blue outlined cuboid (clipped down middle (red dotted)) to be indented with the FLIP where the glass has impacted (red arrows). NB: The FLIP mesh is clipped too (red dotted). After I will polyfill this other side and recombine with the opposite side clipped meshes (for where the bullet is exiting, splashing out, easily booleanable) SCENE_AND_CACHE.zip
  5. FLIP mesh adjustments

    I'm sorry but how does this work? I'm not sure if you understood what i wanted? (sorry if I'm wrong about this) I need the half of the cuboid on the indent side indented? How do I do that? Maybe im not understanding but I cant see how what you suggested solves my problem? Thanks
  6. "Trace" around a mess of points in a flat plane

    Brilliant. Will try these too. Thanks.
  7. "Trace" around a mess of points in a flat plane

    My scene file has so much huge caching it wouldn't be practical? I thought I gave quite a precise description of what I wanted to achieve? I think your idea with the Trace SOP might work. I'll try and do that.
  8. WW emission from EVERYWHERE

    Thanks for info. Yes, I have heard this before although stupidly didn't take heed. At least I now have explanation for unexplained weirdness. It was driving me mad!!!!
  9. WW emission from EVERYWHERE

    Hey ODForcers, I have a FLIP sim and WW, and it was working but now it just emits from the whole FLIP, when it didn't before. It seems to be from Vorticity AND Curvature and makes NO SENSE! I'm trying everything but wonder if there's something obvious I've overlooked. I would upload .hip but there are multiple caches ... so ... Any help much appreciated. Thanks Nick NB: it seems to happen when everything has ZERO vorticity too AND when you turn up vorticity range to say 3000 to 5000
  10. WW emission from EVERYWHERE

    Here is the .hip I tried to organise, usefully name stuff and put some sticky notes. I hope this helps. In the meantime I'm trying a custom WW approach with attr VOPs and POP sims. Thanks tank_forSUPASLOMO_021.hiplc
  11. WW emission from EVERYWHERE

    My point of testing with 3000 to 5000 range is that it shouldn't emit then anything realistically. In fact I'm sure it's emitting even when all vorticities are zero.
  12. How to create a cone shaped force for FLIP

    THANKS ATOM. This working perfectly.
  13. I have a FLIP sim and need to art direct some of it and I can't seem to figure out how to push (or pull, guessing the difference isn't a major issue) one side of it in a cone shape. Also I'm hoping reseeding will fill in any weird holes that would maybe start to appear as a static "lump" of water is forced out by the cone? I would upload my .hip and explain my whole project but it is HUGE and currently a major headache I'm trying to sort out myself in the spirit of attempting to learn this beast called Houdini! Thanks in advance for any help. Nick.
  14. How to create a cone shaped force for FLIP

    great. thanks will try that.
  15. Dear Houdiniers, I am doing a heavy FX shot, mostly FLIP colliding with geometry and whitewater from that FLIP. I need to cache multiple .sim and .bgeo.sc sequences for various different SOP and DOP nets. It WAS..... all working fine, but now caching anything it seems, whether "save to disk" or "save to disk in background", doesn't work properly. In save to disk it seems to hang and when in background randomly decides to finish early and jump to 100%. There seems to be no pattern to the amount of $SF it gets to, at least none I can discern. I have tried down rezing it and allowing caching to disk to no sucess. I hope someone can help. This is a shot that may land me my first job in the industry, fingers crossed! Cheers 5D PS: haven't included .hip because it has so much cache all over the place. Should I upload it anyway??
  16. Dear Houdini Peeps, I am advecting and spinning packed objects from FLIP data and it is working well. However I need to stop any of the objects that collide with a separate rbdobject from being advected or spun anymore AFTER they collide with the object. There is a "group to be affected" option in the advect and spin nodes, so I am planning to put all packed objects into a group and then remove them when they collide with the rbdobject. Is this a good plan? NB: rigidbodysolver is using bullet I think I should use the popgroup node and popcollisiondetect node but want to know if collisions between a packed object and an rbdobject transfer to any given particle of that packed object? Otherwise setting up the popcollisiondetect node seems simple but I don't know about the VEXpression I need in the popgroup node (am a VEX noob). something like: [put all objects in said "GROUP" except any with i@hittotal>0] ??? My other bit of poss confusion is where to place the nodes? I'm guessing before the advect and spin nodes? Hope you can help Thanks 5D
  17. Transfer v from cached FLIP to BULLET rigids???

    i managed to get it to work with your advice thanks
  18. Dear Houdini genii, Most of my question is in title. Here is more specificity: I want some rigids (broken glass of aquarium) to move outwards as the water (the FLIP I'm going to .sim cache) flows down and out and around the table its on. I'm guessing a good way to do this is replace the velocity of the rigids with the velocity from the FLIP (that'd be volume???). Does this make sense? And do I achieve this? I'm guessing that i should add a little noise too. Attribute wrangle the velocity or VOP it??? Then I'm going to cache the rigids and feed back into a new FLIP that runs slightly faster and collides with the rigids so the water flows a bit in between the glass rigids (will look cool if not totally realistic???). Yh not entirely sure about the realism level (it's very very slo mo), because I cannot find reference, but looking kinda real and kinda just what I think looks cool is what im going for. Thanks in advance. 5D
  19. Transfer v from cached FLIP to BULLET rigids???

    I'm sorry I don't understand your explaination.
  20. Multiple RBD/FLIP Mutual Sim Probs

    Dear Forumers, So I am attempting to learn some deep dynamic stuff by trying a difficult shot: a bullet going in slo-mo into a fishtank that then shatters [SEE VIDEO ATTACHED] As you can see there are MANY MANY issues with this Mplay, but for now i just wanted to focus on at least the two most glaring I can see atm. 1. (and this has been a big problem throughout iterations) can you see the two frames where the RBD tank disappears near the beginning? what could be causing this? this has happened a few times in the last two weeks and less often the flip sim disappears for a frame or two??????? 2. i have successfully got the mutual FLIP/RBD interaction but it looks rubbish as you can see. it's like not all the shape of the glass fragments are being taken into consideration? (i would got through the exhaustive list of ideas I have for the problem/things I have tried but i thought this would get too long and someone may have the glaring solution without having to read through my noob mind spidermap!!!) NB: i'm using RBD not bullet atm Thanks in advance Nick TANKBULLETTESTiter98.mp4
  21. Ways to deal with RBD "popping"(?)

    Dear Forumers, What are ways to deal with (i think it's called) popping in rbd sims(?) What i mean is when all the fractured bits or objects are moving smoothly as they probably should but then one or two of them just randomly move alot faster like they have been impacted, but when they haven't? Currently going through loads of learning iterations and just increased constraint iterations to 20 (to see if this works?) i have no constraints but it says it does collisions too (NB: nothing is colliding fast with a piece to create the popping but it is colliding with the other fractured pieces next to it probably) Thanks Nick
  22. Ways to deal with RBD "popping"(?)

    Ah thanks for advice. What scale smallness are you referring to roughly?
  23. Ways to deal with RBD "popping"(?)

    thanks
  24. RBD Fracture/FLIP Interaction

    My friend Dan just helped me: big ups to him!!!!! So you can simply pipe rigidbodysolver and flipsolver into a merge (rigidbody HAS to be on left, even with mutual relationship), and then increase feedback scale in the solver tab of the flipsolver above zero. AND BOB'S YOUR UNCLE woop woop Simpler than I thought it was going to be!
  25. RBD Fracture/FLIP Interaction

    Dear Forumers, Been struggling this morning to get a FLIP fluid to "push" a fractured RBD object I want in a [breaking glass tank of water scene] the water to push the glass outwards. Researched alot and tried: 1. Just piping rigidbodysolver and flipsolver into merge inside DOPNET with left affects right, and FLIP on left. 2. fieldforce with force attr set to vel, with node fetching vel from flipfluidobject 3. geometryvop with volumesamplevfile sampling vel, piped into multisolver with bulletrbdsolver 4. popadvectbyvolumes with vel from flipfluidobject piped into rigidbodysolver presolve Can't get any method to work. Sad me! Attached is my .hip file Any help much appreciated, Nick NB: the bullet is not meant to do anything yet, but wanna pipe into FLIP after I get this first problem solved!!! NB2: not worrying about the constraints for the bottom of the tank yet either! tanksetup06.hiplc
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