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About dleonhardt

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    Dennis Leonhardt
  1. Generate Text File out of Houdini

    Change line 5 to append(f[]@point_colors, h); and you should get floats.
  2. Flattening Particle Fluid Surface Problem [SOLVED]

    Could you possibly share your hip file? It's difficult to tell without looking at it.
  3. Flattening Particle Fluid Surface Problem [SOLVED]

    Hello sipi the first thing I would try is to decrease the "Region Voxel Scale" parameter, under the "Regions" tab.
  4. Generate Text File out of Houdini

    Hello David you are getting vectors because you are writing to v[]@point_colors which is a vector array. To write floats you need to replace the v[](vector array) with a f[](float array).
  5. Best Linux Distribution for Houdini ?

    But Linux does have considerably better memory management. Which in turn allows you to get more out of your machine.
  6. RBD Spheres fall through box

    Hey Andrew, I took a quick look at your file. Because you are using Bullet, you need to approach concave collision shapes differently by splitting into multiple convex shapes. And another thing is that your spheres didn't have any names, so Bullet treats all your spheres as single object. I marked all of the nodes I created in red. If you have any other questions, don't hesitate to ask. spheres.in.box_dleonhardt.hipnc
  7. RBD Spheres fall through box

    Hello Andrew, to have your box contain the spheres I'd recommend to use a proxy volume inside your static object. While this tutorial might be for Pyro, the same should apply to RBD and FLIP aswell. EDIT: If you are using Bullet this approach won't work. In that case you can use a Facet SOP with "Unique Points" turned on and a PolyExtrude SOP after that, in your static object you then tick "Create Convex Hull per Set of Connected Primitives".
  8. Hello Masoud There are two ways that I know of to stop the volume loss in your example. Either you decrease the Partcle Separation, therefore increasing particle count. Or you decrease your Grid Scale which will increase the resolution of the internal volumes. As for why this is happening, I think it's because the resulting internal volumes are too low resolution to keep the overall shape.
  9. Can't render out high res geometry

    You can set a render flag by Ctrl-left clicking the display flag on the OUT_geo null so you can use the viewport display flag like usual. Or you can create an extra geo node and use an Object Merge pointed to your OUT_geo null and render that.
  10. FLIP substeps for fast moving boat

    Hey Jie, unfortunatly your two suggestions didn't solve my issue. But I'll keep the collision/collisionvel method in mind, as it seems to be very fast and works very well with slow moving colliders. Still thank you for your time.
  11. FLIP substeps for fast moving boat

    What I mean by that is if I go through the timeline in 1/x increments, my collision SDF is moving accordingly inside the DOPnet. I set up my collision object similarly to this quicktip: But I will still try out your suggestion with the timeblend. Thank you.
  12. FLIP substeps for fast moving boat

    Hello dear odforce users. I have a question regarding substepping with fast moving colliders. I have a catamaran speed boat which is driving in a straight line at roughly 60km/h. I added some procedural animation to the boat with the help of the ocean spectrum, that drives the wavetank, and CHOPs. Currently the simulation uses 6/8 Substeps on the FLIP Solver and the Solver has access to the sub-frame collision geometry. The problem I'm running into is that the trail left by the boats keels has visible stepping in position and velocity, which causes tendrils to shoot up in the boats wake. This doesn't look good together with motion blur. Should I increase substeps further to get rid of the stepping by brute force? Work out a whitewater setup to mask this behavior? Or is there anything else you can recommend in this case? I'm thankful for any suggestions. P.S. Unfortunatly I can't provide any scene files
  13. Another method I can think of when creating grout between big chunks, is duplicating the shatter planes you give to the Boolean SOP, use a Connectivity SOP to give your planes an attribute to tell them apart inside a Point VOP. Inside the Point VOP, you have to bind the attribute you created earlier and feed it into a Random VOP, which is set to output a 3D Vector and used as an offset for your noise. But this method isn't perfect as it requires additional cleanup due to some of the resulting pieces.