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About Jmg07

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  1. 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.
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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