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Everything posted by scaduxx

  1. Mother Nature's Power

    could you share this tool? it looks awesome. or at least how to pick a random debris for each particle instance Thanks
  2. How to approach Flour in Houdini

    Greetings, I'm trying to achieve something like this https://www.shutterstock.com/video/clip-24306053-slow-motion-falling-eggs-into-flour-stock Forget about the eggs, generally I'd like to simulate a collision on a dust / powder like flour. First of all, how should I approach this effect? Particles or Grains? And if I choose Grains, should I use the normal Grain Solver or the Vellum one? On the picture below I have a setup that I used the standard Grain Solver, and 2 RBD object, on is the static plate, and the other one is the moving ball. I encounter many problems like the ball bouncing really hard on the flour, instead of just landing, and if I change the RBD Solver priority in the Merge, then the Grain collide merely good with the ball but they pass through the plate. So basically the Solver can't read both the RBD objects correctly. Also, after all, I need to use a custom Force to "Explode" some Grains in the air, because it seems impossible to happen with just the ball collision. Thank you in Advance !!
  3. vellum and FLIP feedback force (floating vellum)

    any progress on that ?
  4. Flip Fluids deforming collision objects

    Did you find out a way to softly deform a geometry with flip ? Also, could you share the hip with the layer attribute cause I got the same problem but I didn't really understand what you fixed.
  5. VDB Analysis (Laplacian, Divergence)

    I'm trying to use VDB instead of volume to Analise the Curvature and the Gradient but the Gradient seems to give me way different results. Am I missing something ? I used a SOP Solver, took the Surface from the Geo node, used Convert VDB to VDB, then VDB Analysis to Gradient, and a bit of VDB Smooth.
  6. POP Fluid and RBD Object Mutual Collision

    I'm trying to achieve the same results with Vellum but I cant !
  7. Is it possible to have a mutual collision between Pop Solver, with POP Fluid, and an RBD Object ? Something like the Feedback Scale we have in Flip Solver. It's a basic Setup, I have a box, blasted the top edge, and an RBD Sphere in there, and I emmit Pop Fluid and I'm trying to achieve mutual collisions, so to make the sphere float on the liquid surface
  8. POP Fluid and RBD Object Mutual Collision

    so i should use a vellum solver instead of a pop solver?
  9. I'm trying the same thing but with no success. I'm trying to shade the particles in my viewport but I don't know how. I have some geometries that I can see the shading. I used an ADD SOP and turned on the Particles System but nothing changed.
  10. Could you help me understand how can I do something similar in a gasmatchfield that contains matrix ? I have 2 volume sources and I want it to affect only one of them
  11. Greetings, I have few microsolvers in my Flip Solver>Volume Velocity and I want to apply them to only 1 of my 2 emitters. Do I use a POP Wrangle after my MicroSolvers like (if viscosity > 500 then apply) or do i need to make some initial groups of my particles and apply the micro solvers to the favoured group ? To be more specific I use a GasMatchField and a GasStrainIntegrate with a GasStrainForce and I have 2 Volume Sources. If for example I go to my Popdrag in Groups I can see the option "stream_volumesource1" or "stream_volumesource2" but nothing like that in the microsolvers.
  12. Greetings, I'm working on a simulation, kinda a classic one, with Viscous Chocolate been poured on Yogurt. Basically a Viscous Liquid Collides with a more Viscous Liquid. I did the Chocolate pouring and it looks really nice at first, now I need to replace the Ground plane with the Viscous Yogurt. I had the idea of using Narrow Band for the Yogurt surface and using double viscosity than the chocolate. But in my bad luck you can't Merge 2 Flip Solvers. I've read that you can use 2 Flip Objects though, but how do I import the Narrow Band in one Flip object and the other Flip Object points at the Emitter from Volume Source ? Basically, how do you have 2 different Fluids(with different attributes), one imported as Volume Source and the other as Narrow Band? Thanks in Regards
  13. Flip Fuid Volume Loss

    Greetings, I'm doing a basic flip simulation where I fill a cup with liquid and then I rotate the cup to spill the liquid into another cup. Sounds super easy and basic, but after some time fine-tuning the collisions and the liquid I can say with certainty that my liquid volume is getting less and less like my particles are dying or sucked into the geometry. A searched a lot for a solution, like changing the Scale of the scene, or lowering the Grid-Scale ( CG Wiki ), or change the collisions but nothing really helps at all. thank you in regards
  14. Flip Fuid Volume Loss

    I think I kinda figured out something. If I use Volume Source to import my fluid by Flip Source the collisions are not the same as if I import my fluid from Fluid Object-Sop Path. Why though? Am I missing something? Should I use some extra Volume Sources? Like Collision with trail velocities?
  15. Flip Fuid Volume Loss

    Still, I don't get it why this volume loss is happening, even in large scale, what's the point of particles disappearing? And also, many users say that reseeding is messing up the final mess because it's causing a lot of jittering. Using Reseeding is a cheat way to keep the fluid's volume. Also, Cg wiki had an explanation about volume loss in geometries but it still doesn't work. basically it said to lower the grid scale. Also, when I lower the Grid Scale, I see that I get higher simulation times even if the particles are less. I get less particles and more voxels. Is it worth ?
  16. Flip Fuid Volume Loss

    So basically I need to make particle radius to scale up so they collide better, but does this mean that I'm going to have a lower resolution surface? I want a high one with a lot of details because when I convert my particles to volumes and then to polygons it doesnt look good at all. Also, is there a way to know the right balance between Particle Seperation, Grid Scale and Particle Radius Scale? If i lower the Grid Scale is it gonna make any difference? Last but not least to make my scene better in terms of the scale, I need to make everything smaller? Cause my cups are about 1m long.
  17. Flip Fuid Volume Loss

    version is 17.0.352
  18. Flip Fuid Volume Loss

    Coffee_NEW_02.hip Cup_Made_By_Tyro_Smith.obj