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Marcocheng

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About Marcocheng

  • Rank
    Peon
  • Birthday January 2

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  • Name
    Massa1981
  • Location
    HongKong
  1. emit packed rigid bodies efficiently

    Hi, I wanna know how to emit different RBD-packed objects (with different properties such as density, friction etc) with this POP source method? You can use this method (using POP to emit packed obj) with a single RBD object node. But with several RBD-packed objects can the same method applied? PS: I know I can use wrangle to create those attributes in SOP and merge them into a single Packed object. But I want to have easy control of each rbd object. Thanks!
  2. Pyro and RBD interaction

    I think you need to have a look at this microsolver. https://www.sidefx.com/docs/houdini/nodes/dop/gasfeedback.html
  3. Pyro sim with moving emitter

    I'm not sure what you are asking precisely... But if you are talking about the gap in your sim when you have a moving source (or a fast-moving source), try to trail(trail SOP) your source particle so you have a better interpretation. Not to mention you need at least 2 substeps for fire sim. Cheers!
  4. output multiple geometries from vellum sim

    Just group them, make sure you transfer group in vellum group node. You should reserve group when you fetch your sim.
  5. Smoke animated polygon delete collider

    Just use SDF in pyro collision
  6. Hi, I'm currently switching my pyro setup from 16.5 to 18 which I found two major issues holding me. 1. Fog volume isn't displayed properly in H18 viewport especially low dense parts. The transition of the volume from high dense to low dense is harsh. I found it impossible to create a pyro source and sim because viewport doesn't behave what it should be. A density below 0.1 simply wipes out to zero in the viewport (which makes me thought my dissipation gone wrong for the first time, but found out its viewport problem. Loading my sim cache in 16.5 is fine) To indicate the problem, I simply convert the pig head (in H18) to fog VDB with default toplight. Then load the cache in H16.5 to see the difference. H16.5 is much better. The exact same problem appears when I doing pyro sim. The smoke dissipation in a very strange way (viewport display error) 2. I wonder if the sparse solver supports the rest field (and dual rest field)... As I didn't see the option in the new solver and no "stencil field" option in Gas Rest microsolver... any workaround? Thanks!
  7. Flatten VDB sdf from multiple VDBs?

    You save my life. Give this man a free beer!
  8. Flatten VDB sdf from multiple VDBs?

    BTW any workaround using 16.5?
  9. Flatten VDB sdf from multiple VDBs?

    I've just found this new option in 17.5 thanks. (i was using 16.5 previously). Thanks
  10. Flatten VDB sdf from multiple VDBs?

    Hi guys I'm currently working on a Particle collision situation with pre-sim RBD (converted to VDB SDF already). The SDF is a combination of multiple SDF moving within a timeframe, is there any way (or workaround) to flatten multiple vdb sdf into single VDB so POP static object can read properly (default volume collision did not support multiple SDF I think)? Anyway to flatten it? Thanks! Here's the VDB file. filecache2.v1.0040.bgeo.sc filecache2.v1.0040.bgeo.sc
  11. RBD Impact shelf problem

    nevermind. I pump up the threshold and now it's done. Thanks!
  12. RBD Impact shelf problem

    emmmmm still doesn't work using 17.5... can you give sample file?
  13. RBD Impact shelf problem

    how about H16.5.634?
  14. RBD Impact shelf problem

    Hi, I've tried the impact shelf too to create a particle system in an impacted area. I use a simple sphere with Voronoi fracture. Default 5 Voronoi points work fine with the default Impact tool. But then I increase to 500 Voronoi point impact failed (no point display in the viewport or geo spreadsheet). Seems like more piece does not favor the impact tool. Any workaround method, how to setup proper RBD impact manually? The only different is the scatter count. Working - Five scatters point. Not Working - 500 scatters point. //////////////////////////////////////////////////////////////////////// // Impact_ShelfTool_Work.hip Impact_ShelfTool_NotWorking.hip // //////////////////////////////////////////////////////////////////////// Thanks
  15. Wow, that's exactly what I'm looking for! But I don't understand... Why using a pop emission make constraint works?!What's the mechanism behind it? Also, I see you pre-record (in wrangle) the @pivot instead of using the default RBD center mass option. Why did you do that? Thanks btw. YOU MADE MY DAY.
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