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Anyone? guys
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This is just the sample file/scenario so on the actual scene i have to simulate them together unfortunetely so need to know if it is possible in Houdini, thanks for the reply anyways Dennis.
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Hi everyone, I have a simple sample scene here, having problem with the flip collisions. - I have a basic deforming sphere geometry that has a colliding liquid which works fine. -Problem part it i also have some liquid pouring on top of that deforming geometry (needs to collide the outer side of the sphere) but seem like there is a square bounding box around the collision (due to negative sdf) geo which gives me unproper collision outside. How can i have correct collisions for both inside and outside of the deforming mesh? thanks. Flip_InvertedCollision_Problem.hiplc
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Hi guys, I am trying to get a high surface tension effect like merging two fluid drops together but in a certain area so tried to use a volume to mask but no luck, can anyone take a look at the scene? Regards flip_masked_stension.hip
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Just found out the solution actually, required an extra step but can be done by exporting as alembic rope > then import as alembic in houdini then export again with "Load as: Unpack Alembic Delayed Primitives" would be nice if this setting was also in rop alembic.
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Hey guys, I have scene where i emit debris geometry as RBD sim. cached out as bgeo and trying to export as alembic to both MAX and Maya for render work. Problem is debris is being created on the go like in first frame there is 10 pieces of debris then on frame 2, 30 more created etc. when i export as alembic and import in max, all the debris pieces are visible and created even in the first frame they are just staying still untill the time they being created and start moving afterwards. How can solve this? ( PS: Engine is not an option right now, alembic needed) thank you!
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Diffuse Filter (No Lighting info) pass is missing in the render
wreath replied to wreath's topic in Lighting & Rendering
Here's the solution if anyone encounters the same problem and finds the post https://www.sidefx.com/forum/topic/72027/?page=1#post-305003 -
Diffuse Filter (No Lighting info) pass is missing in the render
wreath posted a topic in Lighting & Rendering
Hey guys, I'm trying to do multi pass rendering but diffuse filter pass seems not working, I use "Surface Unlit Diffuse Color" component but its rendering dark. What i noticed is if I use the build in texture parameter in the principled material diffuse filter shows up and working but when i wire texture nodes to principled shader it doesnt work any tips? I attached a scene which i have 2 individual spheres one with working shader the other one is the problematic one. thanks! DiffuseFilterPass_Problem.hip -
Oh!! there is no single parameter left unchecked and i forgot about gravity thanks Evan
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Hey guys, I have a pretty simple scene here where I emit some particles and using particles to create density + velocity in a pyro sim, two unexpected things happening; 1 - Even if I turn off the Volume source (the one brings velocity) there still some velocity exist in the pyro (showing up at guide) 2- Emitted smoke tend to go dissipiate a little bit and move downwards (i expect it to be just frozen in mid air) even tho dissipation is off and there is no low temperature or too thic heavy smoke exists. Anyone can shed some light? thanks! VelocityProb.hip
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Hi Eric, there can be more elegant solutions but here a 5 minute setup might work for your case. RotationOnlyCons_Yigit.hip rotateonly.mov
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Here I made the basic setup, I believe this is what you are after. Red wall simulated as "Layer 1" then sent to "Layer 2" sim as animated static object and active sphere objects are attached to it. Something important; Always set the constraints between "active" -" animated static objects" breakable otherwise solver will be confused and may cause erratic behaviour as it will be stuck between unmoveable animated objects and unbreakable constraints. Hope this helps Constraints.mov Animated_To_Active_Constraints_Yigit.hip
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If you are using "glue" type constraints between a cached animated rbd object and an active rbd objects thats the problem, you can't use "Glue" try using hard or soft constraints with some basic dialing hard can act like glue good luck!
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Just found about the same post thanks a lot Victor !
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Here you go odforce_wreath.hipnc