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Vinz9

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About Vinz9

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    Vincent
  1. Noodles from outer space

    Thanks guys!
  2. Noodles from outer space

    Thanks Netvudu! Another one - cloth, chops, pbr...
  3. Noodles from outer space

    PBR experiments follow-up :
  4. Noodles from outer space

    Hi, Finally found a couple of days to play a bit with mantra PBR, it's quite cool Cheers Vincent
  5. Hi, Nope, I hadn't much time to think about it so in the end I did it the old fashioned way : prefracture the geo and glue/constrain them until they break apart for the constant piece count. I still think it's doable with a script though If you find the time to make one, it would be great if you share it!
  6. Cuda Fluid and Particles plugin

    Ok, I had a go at compiling a linux version, I had some problems along the way (I'm a windows guy and I first had to install Linux ), but mostly it went quite smoothly. So it's compiled for Houdini 11.0.775 (should work with other 11 versions as Edward pointed out) with GCC 4.4, and it works in Ubuntu 10.04 x64. The whole systems hangs for a couple of minutes when I quit Houdini though. I used Code Blocks and I included the code blocks projects with a short guide to compile it for other versions. You can get it here : http://www.foliativ.net/book/public/prog/cudafluidsolver/VHCudaSims_0.61.zip It's not the latest version with the shadowed particles, which requires some more cleaning and in which I think I broke cross platform compatibility. Vincent
  7. Cuda Fluid and Particles plugin

    Thanks! Yes right now it's only H11.0.733 (just noticed there's 775 now) windows x64. I'll release the latest version soon.
  8. Hi, I'm making progress on a cuda fluid solver with a particles system, I got the nvidia cuda sample for hardware particles self shadowing running in Houdini viewport : More info, source code and download here : http://www.foliativ.net/book/index.php?post/2011/03/04/Cuda-Fluid-Solver-Plugin (latest version is not on the website yet, I need to clean up some things in the code and update the maya version as well). It's more a tech demo than something useful yet, I'll try to get collisions with mesh working next, as well as a caching system, but I'm working on it when I have the time so progress is slow. Vincent
  9. I've attached the code posing problem. edit : found the problem with the help of the SESI mailing list (thanks Michael and Andy!). The problem lies with my Visual Studio project, it works fine using hcustom... hdkvolume.zip
  10. Hi, did you find a solution ? I'm having the same problem. Vincent
  11. Hi, thanks for the answer, but I knew about the dynamic chop, but with the voronoi dynamic fracture this gets a bit more complicated : I have a cube which falls on the ground, until it hits the ground, I have only object and can get the transforms with the dynamic chop. When it hits the ground, at frame 30 for example, it's automatically shattered in let's say 10 pieces which then roll on the ground, and so on. With the dynamic chop I can get the curves for the 10 new objects only from frame 30, since they didn't exist before. What I did by hand was extract the transform of the first box between frame 1 and 30 and drive my 10 pieces with that for the first 30 frames (and prior to that I inverted the transform they had at frame 30). This works but it's not really practical that's why I was wondering if no one did a script which performs that. Will do my own when I find the time. Vincent
  12. Hi, The new dynamic fracture objects are very cool, but since geometry is created during the solve, it causes some trouble when exporting, FBX creates one single object with a bunch of points stacked at (0 0 0) until the frames the sub objects are created where they jump into place, which is not good for motion blur. I had a a quick try with rayfire in 3ds max which also does dynamic fracturing, but everything is baked during the sim and when you go back to frame 1, the object is already fractured in lots of pieces, but they are in place. I guess it can be done with some scripting in Houdini, ie when new pieces are created, copy them, store their transform and so on, so that at the end of the sim everything can be inverted back in place. Will probably have a go at this when I have some time and update this post, just wondering if some of you tried something similar. Thanks, Vincent
  13. Fluid deformed by a curve

    Hi, my .hip file was two posts above I looked at yours more carefully, the sop way is more or less how I do it, except I directly rebuild the volume from the density.
  14. Fluid deformed by a curve

    Interesting techniques, they look a bit more involved than mine though, will look more into it, thanks!
  15. Fluid deformed by a curve

    Thanks! I create a 3d grid of points with the box sop with divisions matching the resolution of the volume, then transfer the density from the volume on those points, then the points can be deformed any way you want, and then I create an empty volume and fill it with the densities from the points. In H11 there are the attribute from volume and volume from attribute, but in H10 you can do it with points clouds or metaball I think. I attached a simple example with a static volume but it works the same with a fluid sim. deformvolumesimple.hip
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