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About HappehLemons

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  1. TOPS Setting corect FFmpeg path

    Here's a screenshot of mine if it helps, which works. Also I remember when I installed Image Magick for ffmpeg there were a few options. If I didn't do the full install, and select everything, it wouldn't work in Houdini for some reason. Here's the tutorial i followed as well
  2. My latest hurdle is getting the texture to warp around my emitter properly. I have my rest only on frame 0, because I don't want flicker or changers later but my frame 0 "snapshot" could use some work. Any advice on this?
  3. Nice! Thanks for the tips guys. There's still some tinkering to be done here but I'm already getting a MUCH better result with just these few suggestions.
  4. I've got an emitter, and within the autodop networks flip solver I have rest enabled. I'm using an attribute wrangle with the expression v@uv = @rest;, and getting weird results with it. Here's a frame: I've seen lots of examples of people able to get awesome UVs mapped to their emitters using rest like: Why are mine so far off?
  5. FLIP Particles sticking on a animated surface (And staying there!)

    Just to continue updating this while I try to find a solution here's what I come across for resources: Been on the hunt for something that something sticks to an animated surface with velocity and doesn't full off unless it's set to. It'll also need to resolve quickly, because it will be used for animation. (The below all include .hip files that work on H18) 1) This method uses a popdrag for air resistance plus some other methods that work well to keep particles smoothly flowing across a surface. Suffers from animation really throwing it out of wack. When particles fell off the surface because of rotation in animation from the collision object it caused them to have very strange behavior (They kind of just flated in the air in a strange pattern). I didn't dig too much into this, but didn't seem very CPU taxing and did do a good job of smoothly flowing surfaces. https://www.sidefx.com/forum/topic/24897/ (Hip File) https://www.sidefx.com/forum/attachment/2540103a248b6325ae9c84345748756cbb800e33/ 2) Not really applicable. It's using a fog map to make a stick on collision mask based on Houdini built in stick on collision setup that doesn't give a great stick result for me.. So not adding any stick, just making it per object level. Overall a method that converts your geo to a fog density, uses a volume wrangle to control the density of the fog and uses that as a stick mask. Seems to be a bit more of a taxing method as the default sims example are simple, yet take a while per frame then other methods listed. May of just been the scene setup. Works well, but a simple rotation caused all particles fall off. Had great sticking effects with good control, but I wasn't able to easily find a method to get these to stick to an animated surface during a 180 rotation on the sphere. https://www.sidefx.com/forum/topic/33954/ (Hip file) https://www.sidefx.com/forum/attachment/dc1b85ffd5ead04d635ddb117ec8eff5e3d81399/ 3) Not really applicable again as it's also using the stick on collision tools within houdini. It's using a fog map to make a stick on collision mask but using a different node setup with a part of geo versus the whole thing. It converts an area to a gas field and uses that as a stick mask. Goes about it a bit different way - blasts off the section and uses a pryo node to turn it into density, but like the first method, a rotation caused particles to fall out. Scene simmed pretty fast, maybe due to the areas of selection being converted to a fog being smaller.. (Hip file) https://forums.odforce.net/applications/core/interface/file/attachment.php?id=44804 4) Particles really *stick" right where they hit, and the sim was very quick. Doing a rotation did cause them to come off, it didn't make all of them. I'll have to mess around some more with the settings on this. Uses a Geometry VOP DOP and sample collision field for every particle . Might start digging into this method. (Hip File) https://forums.odforce.net/applications/core/interface/file/attachment.php?id=17044 5) Have not tested this yet because it's not free. Considering picking this up but not sure if it would work for me. It's a scene for $33. It's more about surface adhesion versus *sticking* though so it may not have what I need. Can't speak to much becasue I haven't used it. Benchmarks show it to resolve pretty quickly though and add very little onto total sim times. https://gumroad.com/l/Oejcb
  6. Using a deforming collisions, has anyone had success with getting flip particles to stick to the surface and stay there? I'd like flip particles that make contact with an animated deforming collider to stick on contact with some way to determine if they stay stuck on the collision object in that position where they collide, or they are loosened off the surface to begin acting as normal flip particles / begin sliding down the surface. It seems anytime I add animation and particles into the mix they either fall off because of the animation, or they get pulled off the collision surface by the flip particles themselves in the case of more viscus fluids. I've tried: Stick on collision... no luck. While it helps the particles hold on there for a bit, and guide them on the surface, maxing out everything, the particles still seem to slide down the surface and fall off even with the most viscus fluids. Enabling slip on collision and zeroing it out doesn't seem to help much either. Friction didn't do much either. Is there any tricky non-expensive (hopefully simple) way of doing this? It'll be used in animation so I can't have the sims taking too long. I'd like it to be done inside the autodop network and not post sim so it can be interacted with by other flip particles / the collider. I've found solutions to do this post-sim but it doesn't give me the result I'm looking for.
  7. No GPU Utilization on OpenCL with Viscus fluids?

    I'll have to check this out and report back soon!
  8. No GPU Utilization on OpenCL with Viscus fluids?

    Thanks for the info. I guess I'm more curious on why I get 0 GPU utilization based on my performance monitor, but it's at least good to know i'm not giving up much in case I'm not able to debug this one.
  9. No GPU Utilization on OpenCL with Viscus fluids?

    I'll try that! Although my scene does have emissions - it's only for a few 100 frames and particles are killed in the by the bounding box. I would be very surprised f this scene didn't fit at 11gb but perhaps I'm underestimating it.
  10. Does anyone have insight on what makes or breaks OpenCL? I have a sim with high viscosity (200~2000) and a particle separation of around 0.02, with a scene total of around 600,000 points per frame but I'm not seeing any GPU utilization with OpenCL turned on. I have a GTX1080ti and my whole scene should fit on it. The only other thing I have going is that i have deforming collisions my scene the with fluid. Is this "too complex" for OpenCL to calculate or something? I just want to make sure I'm using all my resources properly when doing my simulations and in theory this should be a good scene since it's working with viscus FLIPs. Houdini does see my card, and in the about settings in help I see it's listed under OpenCL.
  11. Is there a method for killing particles with sporadic movement? The thing that confuses me most is if reseeding is off, that would mean these particles are coming from somewhere, but they truly look like they're being generated somehow since they continue to appear on top of my collision object? Perhaps previously trapped inside my collision or something and being moved to the top of the object. Worst case I could find a method to manually remove them I suppose. I tried grouping and deleting them outside of the POPnet but since the particle numbers are changing they reappear next frame. Any help with either of those methods would be awesome.
  12. I have a deforming collider with a Flip Fluid being emitted on it. It has some small movements to it but nothing too drastic. It almost works well, but for some reason particles seems to "randomly" appear in locations where they're not being emitted. What's causing these particles to suddenly appear? I'd like to kill them in some kind of automated way, but I'd also like to understand why it's happening. I'm using almost completely default settings but I have: Change the grid size Increased sub-steps Made sure my collision object was water tight Increased particle separation (This seemed to make the issue MUCH more visible actually) Kill droplets (This seemed to kill way to much and left a lot of the stray particles) Disable reseeding Here's an example of what I'm talking about (These screen caps are 1 frame apart)
  13. Giant Holes in Collision Object.

    Nice! Overall this seemed to work perfect and really improved the collision overall beyond this issue. .
  14. Giant Holes in Collision Object.

    My hands are tied on sharing this one, but I can replicate this and upload a similar one tonight. It’s not the first time I’ve had deforming geo have this issue unfortunately.
  15. Giant Holes in Collision Object.

    Does anyone have any insight as to what's causing this? I have a deforming collider and it's got some pretty big gaps in almost random frames. Things I've tried: Remeshing the object seems to have no difference on the VDB Shrink wrapping didn't work Creating the VDB manually showed similar issues. Here's what it looks like when it's not bugging: