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Jmg07

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About Jmg07

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    Peon

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  • Name
    Jack
  • Location
    Australia
  1. Hi, Is there a simple way to create a volume with a hole in it? I'm using FLIP and some of the objects I want to collide with have holes in them eg. pipes But turning the geometry into volumes doesn't always work great and the holes in the geo are covered up by the voxels. I guess there's no great solution to this - and one other question I had was why voxels just disappear when their size is reduced? With particles you can just keep reducing the size smaller and smaller but voxels seem to have a minimum size below which they just disappear off the screen. Thanks
  2. Hi, I'm trying to use one of the surface assets from Bridge (a white line on a road) and have exported it into Houdini. In Houdini the asset is imported under the 'mat' tab. But can't quite figure out how to use it as a decal on top of another material. Tried using the decal projector node but no luck. Has anyone done this? Thanks
  3. @Ultraman thanks. I still struggle with all the various checkboxes and options in Houdini - and while I watch quite a bit of tutorials on youtube, etc. still find it hard to work out what all the bits and pieces are doing - especially with volumes. so if you have any good references that'd be cool. cheers
  4. Hi, In the attached hip file i've put a sphere in a box - the box is a vdb from polygons and the sphere is a flip object. But the collisions don't seem to be working. I set the voxel size on the vdb to .001 and in the static object the proxy volume is set to the vdb. A bit confused about it. Thanks test_vol_flip_sim.hipnc
  5. Hi. Thanks. Screenshot attached. So the blue flag is set on one of the nulls - how do you render all three if you can only set the blue flag on one?
  6. Hi, I've copied a few tubes to points and have applied different materials to each tube. This is all happening in a geometry node. But I can't figure out how to render all the tubes and the respective materials. Advice pls! Thanks
  7. Hi, I still haven't managed to figure out if there is a "right" way to bring in geo/volumes into a dopnet for a flip sim. I have been doing it using a flip source that converts some geo to a volume and then I used the volume source in the dopnet. But the flip solver also needs a flip object as input into the first input pin - even if you hook up a volume source into the last pin. And there is also a default cube in the sop path in the flip object node. I was just wondering why the solver needs a flip object if i'm using the volume source? Thanks
  8. Hi, I've got a popnet inside a geo node that takes in a sphere as the first context. And in the popnet there is a popcolor. That shows up in the scene view but not in the render view. Is the popcolor just for the scene view? To render something do you have to have a material attached? Thx.
  9. Hi, I've got a flip sim in a wine glass. I've looked up a few tutorials but can't find the answer to this - is there a simple way to change the colour of the basic liquid shader so it looks like wine? Thanks
  10. Hi, I'm more after conceptual info, rather than the specifics about how to do this. I'd like to simulate paint (or other liquids) running down a wall. In real life, if you threw a blob of honey against a wall - that is quite viscous - it would run down the wall but some of it would be left behind on the wall (as if being transferred) ie the honey doesn't just slide slowly all the way to the bottom of the wall and end up in the same shape at the end. It would lose volume along the way. Paint, as another example, spilt onto the top of a wall, it would run down the wall, but the paint would also become "attached" to the wall for want of a better term and as it runs down the wall, the parts higher up the wall would be stained with paint. In Houdini, I started off with "Flip fluid from object" and made a sphere a fluid. Then I made a wall from a box node and turned that into a static object connected to a static solver. That's the basics. I thought about using an attribute transfer node to transfer colour, etc. from the flip fluid to the wall. But i'm sure there are better ways to do this. Tutorials, advice, etc would be great.. Thanks
  11. Hi. I am crawling from being a Houdini beginner to intermediate and with flip sims I had a few ques: 1. Both geometry and volumes can be used to construct flip simulations. I'm not quite sure when one might chose one over the other and specifically when you might feed a volume into the flip solver. (is the post solve input, the input for the volume?) 2. When building a flip sim i'm a bit confused when you would use the flip source node. You can just use the geometry as the sop path for a flip object in the dop network. So why/when would you use the flip source node? Thanks
  12. Hi. I can't figure out how to generate the internal geometry of a tube - I feel like it should be pretty simple but can't make it work - I want to use this geometry for a flip simulation. The tube has been generated from a sweep node and then polyextruding. I thought polyfill might be what i'm after but that seems to just fill up the end caps of the tube and not the internal dimensions. I did try and use isooffset which did generate a volume but then made things a bit more complicated when using the shelf tools. Thx
  13. Hi. I'm trying to model a needle. The cylinder is created by sweeping a circle down a line. Then polyextruding the resulting tube so it has a bit of thickness to it. I'm stuck trying to cut the end off diagonally. I'm just after some confirmation the polycut or polysplit would be appropriate nodes to do this (i tried using them but lucked out). Or if there are better suggestions that'd be great. Thx
  14. Hi, Since Covid i've got pretty good at watching tutorials on youtube at 1.5 speed which saves heaps of time. I was wondering if this option could be made available on Sidefx's vimeo tutorials? Thanks
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