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Smicksus

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About Smicksus

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    Peon

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    Boy
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    Netherlands
  1. Hi Magicians! I'm having trouble setting up my grain sim for a personal project I'm doing to get a better understanding of the mechanics in Houdini. In short I have a growing coral object which have to interact with my grains whilst it is growing. In my understanding what is going wrong. My vdb collision source is to jittery when it grows in my grains the vdb creates not smooth enough. I've tried adding a retime to my object to let it go more easy in my simulation but the problem keeps happening. If I go trough it frame by frame the vdb creates a surface and the next frame it is suddenly larger and that causes the grains to explode? Can someone please look into my .hip file to see if someone can fix my issue? I realy want to know the solution to this. I hope someone is willing to help me So much thanks in advance for the one that can help me with this. growing_object_grains.hip
  2. oh wow thank you for that great free recource! I'm sure I can work myself out of my problem now
  3. Hi there, I had some trouble with my vellum grains simulation. As I use deforming geo for my collision (it's a collider from a growing volume converted back to geo) When the collision happens with the deforming geo the grains go all haywire. Adding subframes in the vellum solver doesn't help. The issue is that I have subframes in my grains but probably not in my collsion geo. I read I can achieve that with a retime node. Altough I have no clue how I actualy get subframes with that.. Do any of you have a good tutorial or can explain to me how this works? Oh and if you think I'm wrong with adding subframes to my collision geo, please let me know. I'm realy looking for any solution realy. If you're curious to what my problem involves please look at the provided HIP file. TLDR: How does the retime node work, to add subframes to a collsion source for vellum grains? example_sand(Houdini18).hip
  4. Thank you for that! I might have to look into how I can add subframes to my collision data. I never tought about that. Do you maybe have a source for a tutorial on using the retime node to get subframes in my collsion source?
  5. Hi Magicians, I've a collsion container wich my grains can fall in and settle. That works, but when my container get's eaten away where I want my grains to fall trough all the grains explode. I've tried increasing the substeps for the solver aswell as the collision passes but that dosn't seem to help... Can someone please look into my hipfile and tell me what I can do to get a better result? Thanks so much in advance! example_sand.hip
  6. Use variables as channel controllers

    @Ziyad @Atom It works! Thank you so much! This opens a lot of possibilities for me Thank you for explaining this part as well! I was already wondering why my sphere disappeared when I connected a wrangle to it. I thought it had to do with a bad wrangle or something.. But this makes a lot of cense. Does this only occur with generators? Thank you @Atom for your example-layout on how to go around this. Can't wait to make new setups with this information. Thanks again!
  7. hello magicians! I hope someone can help me with a question I have in understanding Houdini better. So I try to understand how I can make a variable in a wrangle and use that variable's value in a channel. To try this out for myself I've created a simple assignment: -Make a wrangle that contains a variable. In this case: i@myvar = @Time; -Use @myvar to drive the frequency of a sphere. In the attached image you can see what exactly I did. And I think I'm doing something wrong in the sphere's channel expression. I used @myvar but the info says "Local variable ''myvar" not found" Can someone please help me with this challenge? You get bonus points if you also can teach me how to do this all in one wrangle. (so that I don't have to write a channel expression in the frequency of the sphere, but directly access that in the wrangle itself.) But I don't know if that would be possible Thanks in advance guys! I'm really enjoying my learning progress in Houdini.
  8. Posted 1 hour ago Thanks for that, that was what I was looking for Can you maybe help me with a follow-up question? I just tested it out with a simple attribute wrangle, where I made a polygon sphere and looked what the attribute of the frequency is. Which should be @freq then? I made a simple expression with : @freq = 4; This should set the sphere at a frequency of 4 but it doesn't do it? Am I missing anything?
  9. Thanks for that, that was what I was looking for Can you maybe help me with a follow-up question? I just tested it out with a simple attribute wrangle, where I made a polygon sphere and looked what the attribute of the frequency is. Which should be @freq then? I made a simple expression with : @freq = 4; This should set the sphere at a frequency of 4 but it doesn't do it? Am I missing anything?
  10. Hi there, I'm still a newbie in Houdini but I realy enjoy learning it! Now I have a question which realy can make my life easier. Is there a way I can find the attribute name of specific node parameter easily? For example: I have a mountain SOP and wanted to change the "height" parameter via an attribute wrangle. I know that I can access this one by using @height in a wrangle, which I found via a google search. But is there a way I can find this out in Houdini itself? This would save me a lot of time. I hope I'm clear in my question.
  11. Can someone help me with my VEX code about addprim?

    Thank you, This works! I also tried working with a connect adjacent pieces SOP and made it work with that aswell Thank you for your reply
  12. Hi peeps, For a project I'm working on a trail system where I want to draw lines from one point object to another. I followed a tutorial from Entegma explaining how to do this and it works well. Only in my project I want the lines not to be drawn on the points from the whole object that are also in this search radius. If you look at the image you can see the red lines. I only want the light blue lines. Also in the image is the VEX code. Can someone help me solve this problem? Thanks in advance!
  13. Hi peeps, I'm currently working on a project where I need to emerge a large object (3.5m) from a fluid surface. Everything works fine in my scene but for one thing I seem not to get in control of.. The issue I'm facing is that when the large object emerges from the surface it creates some kind of suction between the face of the object and the water surface. I know this is how fluids will work in real life but for creative purposes I need to get rid of this. When I go to my collision object and turn the velocity scale down I get rid of this suction velocity but this also has a lot of influence on the rest of my sim. Does some of you maybe have any tips on how I can direct this part of the simulation better? Any help would be amazing. Attached to this post is an image where I try to visualize my problem. The green arrows indicate the direction and movement of the large block. The red outline is the issue I'm facing. Also I've attached a Hip file. This is a re-creation of the problem (I cant share my actual file). Thanks in advance! example_scene.hip
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