
ThisIsDolan
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ThisIsDolan last won the day on November 25 2021
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2 NeutralAbout ThisIsDolan
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Name
Yann MEESSEN
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France
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Glad I helped you! Yes of course, it's just a about your own preference. And thank you!
- 3 replies
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- vellum
- pyrosourcespread
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(and 1 more)
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I said for explosions, not pyros in general. The initial shape (as torus or pig head for exemple) is more of a seed than a final shaper for an explosion. Obviously, a 1 meter sphere against a 100 meter torus will give extreme difference. That's more a scale question, than shape. With the same scale, velocity and force field will make the shape of your explosion. Spending more than 5 seconds on what the shape of the emitter is pointless. When i make a truck explode, i don't use the shape of the engine or the gas tank to source my explosion. A sphere or pyro burst source is way enough. Answering the exact opposite of what i said is also pointless. If i'm wrong, then please show me.
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An easy way to do this, if your torus is in the center of the world, is to add to the velocity the minus normalize Position in a Gasfield VOP. See the screenshot attached : The value inside the Multiply is -1 (change it according to the speed you want it to be attracted to the center of the world).
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It should work pretty much the same between the two solvers. Can you share your hip file ?
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[SOLVED] Change Temperature Value by Volume Sample
ThisIsDolan replied to Ultraman's topic in Effects
Unfortunatly, i can't use your scene since the geo is missing. One way of doing this easily is using a Volume Source and Copying/adding or whaterver the temperature from a field. If you are using "Copy" you can say inside the container, the temperature is positive (so it rise up) and when it's outisde, temperature is negative (go down). When it leaves the custom temperature field, it will cool like your said it to in your pyrosolver -
The shape of the emiter for an explosion is never relevent, since it's the volicty and forces applied to the simulation that get the "shape" of the explosion. That said, using the recent "Pyro Burst Source" is a great solution!
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Hello, I attached my fix on your file. Tbh, i don't realy like creating a dop from scratch to do Vellum. I think the sop vellum solver is really good starting point. Then, i always "allow editing" and start modifying it to my need, like in this case. Using a multi solver should never be a solution or only in very very complex case. You don't need it to use a sop solver. You can simply add it like i did. Also, the attribute to trigger its activation is called "stopped" in vellum. It needs to be an integer. SPHERE_fix.hip PS : ça fait zumba cafew cafew carnaval, marseille <3
- 3 replies
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- vellum
- pyrosourcespread
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ThisIsDolan started following Librarian
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scatter points on surface using particle separation?
ThisIsDolan replied to catchyid's topic in General Houdini Questions
You can plug the pyro source directly to the torus, and switch the "Mode" to "Volume Scatter" If you want to scatter over a surface, switch the "Mode" to "Surface Scatter" -
Point deform piece attribute not working
ThisIsDolan replied to andehpandeh's topic in General Houdini Questions
I did not fix the point deform name attribute, but a simple resample with points per segment will give you the exact same result. It's also way faster to compute! pointDeformPieceNotWorking_simpleResample.hiplc- 3 replies
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- connectivity
- connected pieces
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Viewport displays only shape contour
ThisIsDolan replied to wyy's topic in General Houdini Questions
You have to install the very last Nvidia driver or the Studio one. But it's a Nvidia driver issue. -
This is because of the orientation of your points (in this case, your normal attribute N). One way is to override the N attribute after the simulation with a point wrangler with this : v@N = (0,1,0); But you'll not get any rotation on your copied geo. If you want rotation, you should use rbd and a very low proxy of the copied geo as source. Also, 15 substeps is way too much. Try increasing constraint iteration to something like 1000 before increasing substeps.
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is there any value for static solver?
ThisIsDolan replied to catchyid's topic in General Houdini Questions
Hey, You don't need static solver. You can simply merge the static objet with the rbdsolver using "merge" node. The merge node needs to be after the rbd solver. Solvers always have to be the last input of a merge.