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About infinity_spiral

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  • Birthday 02/11/1977

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  1. Return the PrimType on selected nodes ?

    Anyway I think I figured it out .If there is another way I will be happy to see it. def primType(): sel = hou.selectedNodes() nodes = [] types = [] for node in sel: nodes.append(node.name()) prim = node.geometry().prims() for i in prim: types.append(i.type().name()) return dict(zip(nodes,types)) Cheers
  2. Return the PrimType on selected nodes ?

    Sorry if my question is unclear . Please let me know if it's so I can try to explain it better . Thank you!
  3. Can someone tell me how to return the primType on any selected node in Python? I saw the hou.primType() in the docs but not sure how to use it on selection. What I want is for example to select some curves or geometry and the script to return what is the prim type of each selected node (NURBS, Bezier,Polygon ,Mesh,NURBSSurface, etc) Thank you! ,
  4. upres solver and collision?

    Something that we can do is to use sink relationship(maybe better than nothing ) instead collision relationship but unfortunately again the final look will be different from the main simulation because you kill the density instead push it by collision. Can anyone help with this problem?It should be a way to include a collision inside the solver. I still exploring it.I also tried to use the relationship setup from the smoke solver and connect it to the upres solver but it seems that the problem is more related to the advection method inside upres solver. Anyone?
  5. upres solver and collision?

    Thank you for taking the time for making the scenes but I don't see any difference in the result from the scene I posted .Upres solver doesn't use the collision field.If you want turn on the low res sim and compare it with the upres and you will see that on the upres the smoke is going trough the box, and yes I tried it on the latest Houdini build. Anyone with idea how to make collusion working with upres ?
  6. upres solver and collision?

    Yeah I tried that already but it doesn't work.The upres solver doesn't seem to use collision at all.I think somehow i have to bring collision field inside the upres solver but still can't get it working .Anyone?
  7. upres solver and collision?

    Yes I am importing the collision field but the upres solver doesn't use it.Or maybe I am not doing it right.Here is very simple scene you can see how the smoke goes trough the collision box on the upres. upres_collision.hipnc
  8. upres solver and collision?

    Hello, Is there any way to make the upres solver to respect collision from the initial simulation? I am trying to retime smoke simulation and make it 5-6 time slower but keep exact shape.I tried doing that by linearly interpolating the cache between current and next frame but when you go more than 3 times slower it starts to be visible.Then i used upres re timing option which is working great but it has one major problem it doesn't respect the collision. Is there a way to include a collision to upres solver.Does anyone done that before?Any tips? Thank you!
  9. Vdb to upres solver?

    So it seems that when you cache to vdb the detail attributes are not written to the cache and this is why upres solver doesn't read the cache properly. Is there any way to write this attributes to vdb or maybe a way to transfer them from original simulation without resimulating? Or only way is to save the cache as a bgeo?
  10. Vdb to upres solver?

    Is there a way to use vdb pyro cache with all attributes from pyrosolver in upres solver?I tried but didn't work.Is there a way to convert and rename vdb primitive attributes so upres solver can recognize them?I need to do retiming trough upres solver on already saved vdb cache from pyro simulation.
  11. Stiky Flip Fluid

    Thanks a lot ! This is looking great.
  12. Stiky Flip Fluid

    Thank you!I will try your suggestions .The Geometry VOP sound like a good idea to try but I am not sure how exactly to sample collision sdf inside it (will play and see).If you have any simple example will be cool
  13. Stiky Flip Fluid

    Thank you.Here is what I am getting for now. I think will be nice if the fluid doesn't slide on the surface but also slowly losing the velocity and sticks to the position even the object is moving. Any tips how to achive that? stiky_test.hipnc
  14. Stiky Flip Fluid

    Hello, I am trying to make flip flid to stick to an object but can't really get good results.I tried to use a popsolver by finding points inside volume and then change particle acceleration by volume gradient in vop . Stick on colussion option in the solver doesn't really work well it just slows the fluid but doesn't seems really to stick it to the object. I found this in the Help : "You can vary amounts of stickiness to different objects, by building your own sticky field. The Fluid Source can be used to take a point attribute like sticky and make it a varying volume where you want stickiness to occur. Then, in the solver, you can fetch this field and either multiply the velocity by its inverse in the volume velocity stage or scale the particle velocity by it directly." But I am not sure how exactly to fetch the sticky field inside the solver.Can someone explain how exactly to create this setup?And any idea how we can realy stick flip fluid to an object?
  15. Edit SOP after PointCache?

    Thank you for the example.Actually this was the first thing I tried and didn't work for me .Now when I play with it it seems that somehow edit SOP it doesn't take the last modification into account and maybe that is why I gave up.Maybe I am doing something wrong.How yours it's working is the question ? Again the idea is that this is alembic point cache, so I am using time shift node to get static geometry as reference. And BTW I still eager to find a way to do this in VOP....just for learning purposes Here is the same setup in this case doesn't work.What I am doing wrong? EditAfterPC_hm.hipnc