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    simone adami
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  1. Oh my Gosh! Lucy! that looks increadible! So in this way you are able to detect when and which particles hits the geometry and from that point you are able to command its viscosity!!! how sweet! I'm totally new to VEX but I'm studying to get good at it. This is super precious for me thanks! I'll spend the next hour studying on it! I have tryied in the last hours a different approach based on a scatter and a pop attract set on the scatter particles. Let's see if also that works as a plan B Thank you again!!!! <3 Cheers Simone
  2. Well @Masoud it is a good idea! I have set a age particle system thanks to @ejr32123setup that I found here in odforce. To make it perfect I should find a way to insert in this system a pop collision detection so that the particles start aging only from the moment of their collision and not before that moment How can I modify this system to age at collision and not at a certain frame? Is that possible? In this way I can make my fluid more viscous when it has been already poured. What you think? This is the system I'm using: POP WRANGLE 1 FOR AGE if (@birth == 0) { @birth = @Frame; } @age =@Frame - @birth; POP WRANGLE 2 FOR VISCOSITY if (@age > 80) { f@viscosity = 200; } else f@viscosity = 9000;
  3. Hey @Masoud! Didn't think about that! I'll try it immediately. Seems I pretty easy and genial solution! Thanks mate! Let you know if I solve it
  4. Nope @Atom I guess I'm missing something. I tried what you explained me but I surely missing a point. I also tried your system in a simply set up but no luck with that. The problem is that when I animate the bias the particles "Stick"(or get attracted) to the origin point and not to the scatter one. I've also tried this solution starting from a pop system but it doesn't give a nice and natural flow movement like a particle fluid emitter. And also tried other systems using stick solution on pop collision detection and pop attract (good but not enough) If you can help me in better understand the logic behind the lerp and the scatter system I will be really great full! From my inexperienced logic of the software seems to be the most logical solution but I can't really understand how it works and how to make it work I'm attaching a hip to better understand. Thanks in advance if you can help Simone caramel.hip
  5. Thanks @Atom! I'm gonna try it immediately! I'm using a basic fluid particle emitter right now for the chocolate stream and the particle count is pretty high. So does the scatter point need to be as high as the part numb of the emitter? I didn't expect that. Thanks for the help. I have never used this method yet. I will try and study it and let you know if I get to a result! Thanks
  6. Hi guyz! I'm keeping studying Houdini during this long lockdown and have found my self stuck in a really tricky R&D shot. I know it's a pretty easy thing to solve and I kinda think to know the theory to do it but I just can't solve it! I have created a classic chocolate bar with caramel that get spread on it and now i'm trying to cover it all with a nice chocolate cover. I've created a geometry for the external cover and a particle fluid emitter for the chocolate that collides with that external cover. I would like the chocolate to run along the geometry and cover it all, without dripping down. I've tried with pop attraction, and pop collision detection on stick... but non of them work properly. I think I should scatter the external geometry and tell the fluid particles to get the position of the scattered particles. In that way they should stick properly. I tried in adding a sopsolver and linked my sim to my scatter points but at this point we are entering in a foggy place for me. I don't really get how can I solve this. What am I missing? (for sure a lot of VEX ) If anybody wants to help I will really appreciate
  7. Thank you @stavrogin I'll check it out immediately!
  8. @Noobini thwe group node solution works just great. I think i love you Thanks man really appreciate it. Simone
  9. Thank you Noobini! I'll give it a try immediately! thank you very much!!!
  10. Hi Everybody! I have been following this amazing tutorial done by Vladislav Lavrenov. Everything works just fine but I'm trying to do some personal variants to this. I was trying to make the whole simulation collide with an object, in particular with a wall. I achieved in doing so but for some reason any geometry that gets put inside my popnet as a static obj gets taken by it as a new source of particle emission. Each point of the static obj is emitting particles or a piece of geometry of my voronoid fracture. I can't undestand how to via vex how to ignore the static obj geometry. Here in attachment are some screenshots of what happens... as you can see on the wall points there are particles that shouldn't be there. I guess everything is happening in my copy node and the voronoid geo gets copied in every point of the scene... but why, and how can I fix it? I'm really stuck and need somebody with more experience to help please. Here is also a copy of the project. Thanks in advance for the help!!!! Simone newexplosion_collision.hip
  11. Hi everybody! I'm new to Houdini and I'm using my time during the lock down to go deeper into it. I have been trying some different vellum sims and I was feeling ready to try a new one. I just wanted to make a new r&d project where a sphere passes through a torus or a hole. I found this example online. At second 15 you see what I mean. https://www.stashmedia.tv/digital-design-days-trailer-ditroit-directors-cut/ Is it possible in achieving this shot in a single simulation or in your opinion it was made with FEM in two different settings and then edit like a single shot? Please let me know I'm dying trying how to do it
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