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Rahul Girish

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Everything posted by Rahul Girish

  1. Flip Fluids deforming collision objects

    Unfortunately I cannot find the incremental layer-attribute file I setup in my initial experiments. I remember working it out through time-remapping. i.e A set amount of time after particle emission (when it reaches the end of the track) a predefined particle attribute automatically increments by an integer value. For my purposes however I ended up just using particle age component and exponentially increasing viscosity to 'simulate' the behavior of concrete printing. For the deforming geometry I found fluid force DOP connected to cloth solver worked the best. It creates a clean interaction between cloth simulation and fluid simulation which interact with one-another. You can find the test video attached showcasing the cloth geometry deforming with the viscous fluid > NewCloth.mp4 My project details can also be found online here if you need more info on the simulation methodology > https://www.project-curiosity.com/experiment/mas-eth-dfab-thesis The hip file (very messy) with the simulation configuration can be found here > Mrk_22-Export.hiplc
  2. Flip Fluids deforming collision objects

    So I am quite new to Houdini, I have a fairly simple setup where I am simulating the behavior of a viscous material where viscosity is increasing exponentially with age and multiplier. So by frame 120 particles stop moving. I am emitting in a line in a loop back and forth so slowly the particles start creating a layered wall. However I have encountered 3 very intriguing problems which for the world in me I cannot seam to figure out: 1 - When meshing the particle data the particles that are close get meshed (obviously) and I don't really see the layering that I need to. Tried creating a very highrez model but didn't really work. (Is there a way to use the viscosity or age variable to stop particles from meshing together and keep the layering intact?) Currently using VDB from Poligons then converting it. 2 - Despite a very high Viscosity, the particles move somewhat when new layer of particle is added on top. Is there anything like Pop-State (as in previous releases) where I can freeze the particles with attributes? currently using (if viscosity>100000 {v = 0,0,0) to set velocity to 0 once viscosity is high enough. 3 - If I wanted to use a deformable (cloth/plastic/elastic) object to fill the flip fluid into how can I go about this? I hope some of you brilliant houdini artists have some advice or tips on how to go about solving these problems. Houdini file attached. SimCon1.hip
  3. Hi all, I am quite new to Houdini so please excuse me if the answer is super simple. Been trying to learn how to rig a little lately with small industrial robots (3DOF) FK systems are simple enough to implement however, I want to create a simple 3 bone IK rig with each bone only given a single rotational axis of freedom. i.e. bone1 one can only rotate around x axis, bone2 - y axis, bone3 - z axis to reach a single goal. Is this possible? I hope this can lead me down the path to creating "simple" IK rigs for Industrial robots with 6DOF (but I am dreaming here). I saw Maya already has a plugin for this sorta thing called Mimic, open source and quite elegantly done > https://www.mimicformaya.com/ I was wondering if its possible to build similar functionality within Houdini.
  4. Constraining DOF of Bones in IK

    Hey Librarian, Thanks for the link! I went through this walk through few days ago, along with almost 5-6 other rigging tutorials too. (Side FX have some great ones that explain a lot of fundamentals quite well through their rigging series of H16.) However I cannot find the particular outcome or approach I am after. I think I clearly lack the terminology needed to explain my problem. Simply put, I need bone1 to only move along x, bone2 to move only along y, bone3 along z. As soon as I have an IK system, it simply does not constrain the 'joints' to individual axis unless I use FK. Even with parenting or creating controller nulls in IK i cannot restrict movement to a single axis. I will attach some screenshots/gifs tomorrow to elaborate and explain myself better.
  5. Hey guys, I recently had some VRScenes made (a file type to save vray material, lights etc into a vray scene file) - however at the time I had setup materials on desktop. I have cleaned up my drive and moved everything to external SSD. Now I found out that my VRScene files do not find the textures I had created on desktop since they have been moved (obviously). I realised I can quickly edit the .VRScene files in a text editor and replace the file location in few places i.e. "C:\files\old_location" to "G:\files\new_location". I have maybe 5 or 6 VRScenes to do this with which is easy to manually do but I wanted to exercise some Houdini into this and wanted some directions on how I can procedurally edit a bunch of .VRScene or .txt files and replace certain string variables. Surely there is a way to automate this process!
  6. Hey guys! I am in a pickle.. Does anyone have an idea or directions on how to achieve a spiral staircase with a oblong or rounded rectangle approach? I am relatively new to Houdini but I made some progress by created rounded rectangle then using a for-loop to offset each point in a spiral. However this gives me no control over the landings at each level and feels inefficient. Found 100's of spiral staircase tutorials which does not go into anything that isn't circular. Would love any thoughts you guys may have on achieving this. Attached some screenshots of my manual attempt..
  7. Hey guys! I am in a pickle.. Does anyone have an idea or directions on how to achieve a spiral staircase with a oblong or rounded rectangle approach? I am relatively new to Houdini but I made some progress by created rounded rectangle then using a for-loop to offset each point in a spiral. However this gives me no control over the landings at each level and feels inefficient. Found 100's of spiral staircase tutorials which does not go into anything that isn't circular. Would love any thoughts you guys may have on achieving this. Attached some screenshots of my manual attempt..
  8. Non-standard Spiral Staircase

    Ohhh super helpful guys!! thanks a lot! It turns out I also found a way to get this done using some good old fashioned grasshopper knowledge, Although my script also needs some major rework to clean it up but it works quite well for my purposes as I can have more control over the landing size/ratio etc! Video = spiral_stair_attempt.mp4 File = Spiral_stair_attempt_RG.hipnc
  9. Non-standard Spiral Staircase

    Helpful......... thanks man!
  10. So I had the same problem and for me the issue was my scene view was locked to object level and not in sync with my network view on my second screen... So 'unpinned' my scene view and it started reacting as it should --.-- Classic!
  11. Reverse point order only for point group

    This is an intriguing problem. I come from grasshopper background and I must say Houdini is one beautiful software. This is a trivial thing to do in grasshopper but I cant seem to find any ways to do it efficiently in Houdini. Maybe I am not understand something fundamental here. I have a grid of points, 10x10, I need the point order to loop from edge to edge. Basically reverse pt order of 10 points every 20 points so it has a looping movement. I tried two approaches looking for an efficient way to achieve this. Copy to points is the worst way for this instance. Red is the attempt which didn't quite work, and Green is the needed outcome done manually. Pt_order_mess.hipnc Anyone have some ideas how I could go about this?
  12. Flip Fluids deforming collision objects

    Incremental layer attribute was a nice idea! I tried it out quickly and it works well thanks! Deforming geometry is a bit problematic though. I don't want to use a deforming geometry, rather deform the collision boundaries as the fluid fills the volume, as if its a box made with cloth on the sides constrained by the edges. This is I guess also the difficult part to incorporate, flexible collision geometry... Thanks a lot! I'll post some images of the studies done once they are approved for others to see!
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