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gangland

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Everything posted by gangland

  1. Flip broad splash

    Hey man, your file is working outstding. those small tweaks has add a lot to the effect. also the usege of narrowband, it saved a huge amount of time, file and ram. Thanks to share this valuable knowledge with the community. i owe you a beer
  2. Flip broad splash

    Hello guys, i have an object falling into water, by default the collision seems dull and weak. i trying to pull water around the object by using an pop then converting into vell field then bring it dynamically to flip again. i not sure if i'm approaching the situation efficiently, does anyone have an good solution? i will post my dynamic rnd, its seems dull yet. broad_splash.hip
  3. Flip broad splash

    Cool, i will take a look at file. ill return afterward
  4. Collider Creation Frame issue

    Hello guys. im doing an splash simulation using an object falling into the water... I using feedback scale in the flip solver to make the object float. it works nice while the rbd object starts togheter with the flip solver. however it need an pre-roll frame becouse its a sea. if i just set the Creation Frame of the rbd object to lets say at frame 10 or anything diferente from 1, it simple do not collide in the flipsurface(looks like an solid ground) i've tried many things the get rid of that. i lost . please help. (ps: i will provide an simple .hip file) splash_creationframe_v00.hipnc
  5. Hello guys, i trying to build an foam layer with a bunch bubbles scatter inside the volume. however the topology of this geometry is changing so the point deform does not work. is there any way to build this points and they sticky in same position while the foam layer its moving? please help me. bubbles_inside_foam.hiplc
  6. Flip with low viscosity

    somehow changing the velocity to APIC did the job, but i was using viscosity from attribute
  7. Flip with low viscosity

    Hello guys, i building an splash simulation. I made an first attempt without viscosity, it was looking cool but the director found that too "splashy", like an water behavior.the ideia is creamy beer splash so i think an slightly viscosity in the fluid would deal with that problem. I controlling the value @viscosity using a pop wrangle, at value 0.0 the viscosity its turned off ok, but with a super low value such 0.001 this still looks thick, it loose velocity quikly when touch de ground, even thought the ground collision is set to 0 please help me low_viscosity_v00.hip
  8. Flip with low viscosity

    i think still splasy with an APIC Method. Its frustating that an viscosity value of 0.0001 still holding way to much the liquid
  9. Beer Simulation

    awesome result dude, can i have the hip file?
  10. Flip with low viscosity

    good call, i will give it a shot
  11. Flip volume gain

    hello guys, i cannot find an way set an volume gain, in a beer filling a cup simulation. currently there is an source emmtiting points from above and the fluid just stay at the bottom, I've already messed with divergence attribute but itsn't work anyhow. please help me ps: file attached beer_pour_v01.hip
  12. RBD pieces poping on ground

    Hello guys I doing an simple pieces blast simulation. I used an geometry that i bring from sops land as collider when the particles fall into this collider its getting an wierd jitter/poping on ground, also the pieces cross the geometry. I crank the substeps values in order to get a natural result but with no luck yet. please help me. Thank You rbd_blast_pieces.hip
  13. Hello guys I want to scatter geometry, using name attribute. I've made it work in index attribute. Its just assign 0,1,2... as integer then the instace read those index attribute. While in name attribute it need to write anstring attribute on points relating to the prototype name. tried a few ways to write that but it still not giving the same result as index one. please help me. thanks in advance ps: i will upload an .hip file of this exemple. solaris_instance_byname_v00.hip
  14. Hello guys I want to scatter geometry, using name attribute. I've made it work in index attribute. Its just assign 0,1,2... as integer then the instace read those index attribute. While in name attribute it need to write anstring attribute on points relating to the prototype name. tried a few ways to write that but it still not giving the same result as index one. please help me. thanks in advance ps: i will upload an .hip file of this exemple. solaris_instance_byname_v00.hip
  15. (solved)uv after boolean fracture

    damn!! thats it!!! i was totally fooled. thankss
  16. Hello guys. i using an boolean fracture to divide an geometry. both of them have uv, but after the boolean sop the uvs of one of the objects gets messy. i not sure why it is happening. i tried to get around with this issue using copy uv(from original), even attribute transfer to new one. but its just getting worst. i lost ps: i will upload an simple .hip file boolean_fracture_uv.hip
  17. RBD Hold active attribute

    wow! got it!! thankssssss
  18. RBD Hold active attribute

    Hello guys. i creating an group to activate the pieces to start to fly. im using an sop solver in the pre-solve input to create those pieces active=1 However while move outside the region bound. it loss this attribute and simple stop. i tried to "hold" the attribute 1 using an max function, but i didnt work. please help me thanks in advance. ps: i uploading an simples setup of this hold_active_att.hip
  19. Flip invert mask

    damn, i feel totally fooled now. i was giving huge turnaround, such boolean with inverted geometry to avoid that still of of this was a huge piece of crap. thanks, that was exactly what i looking for. still not sure about the logical reason but yeah works.
  20. Flip invert mask

    Hello guys, i using the Particle Fluid Surface SOP to build the mesh of the simulation, however i need the increase the volume of mesh just at bottom of the model. i find the mask options quite usefull doing that job when i place the geometry to use as mask, the entire simulation mesh gets dilated and where is the geometry still same size (its inverted) i trying to set the dilate thing just inside the mask, but with no luck yet. thanks in advance. ps: i uploaded an basic .hip scene flrip_mesh_masl.hipnc
  21. FLIP fluid moving around object

    Hello guys i with a job that has an droplet falling into object then embracing/huggind the geometry. i using an POP curve force to guide the fluid along an line however the initial point of the curve is really close to the end point curve, while in simulation it start to stick/attract the particles promptly in the end of the track. i would like the fluid flow completly trought the curve, without it getting stuck at end of line at start. please help ps: im build an simple .hip file to explain flrip_round_object.hip
  22. set N value

    Hello guys im trying to build an flip crown effect. i build a tube to create the polylines and a noise on the top to make an irregular pattern. so i would like to set the normal pointing out the direction of each polyline. but i not figuring a way to do that, please help me. normal_direction.hip
  23. Help Constraints two geometries

    Hello guys, I making simple spheres constrained to something like a sea surface. while to sea move the constraints act like spring pulling/pushing the spheres. i created the polylines that are the constraints, and tried to build that godamn thing with no luck yet. new to houdini and im not figuring how to do that. please help. ps: (i will attach an basic example) constraints_rbd_v00.hip
  24. Hello guys, i have a few sphere scattered on moving surface. i want to create some polylines on closes location on moving surface to use as RBD constraints. but i cant wrangle it. ive managed to use an Vellumconstraint and set to attach to geometry to try to create those lines, it gives the polylines but in the next node these disapear(maybe it is just an visualization, not really workable). please help ps: i will atach an basic setup closest_pt_on_primitive_v00.hip
  25. (Solved)FLIP: cutoff low density areas Help

    Jiri, you was absolutely correct, that argument wasnt returning any neighbor, i feel totally fooled by that vex expression lol. thanks
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