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    Daniel Rebalato

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  1. Here's a screenshot showing the issue. I've also visualised the velocities of the merged spectra after the wave tank is initialised and the instanced waves seem to have plenty of velocity, which just makes me more confused why they aren't be transferred to the simulation! I've also attached a .hip file if you feel like taking a look. Beach Tank Ocean Waves Issue.hip
  2. I'm having an issue with the Beach tank shelf tool when I try to use the Ocean Waves SOP (along with a couple of Ocean Spectrum SOPs) to seed the waves. As you can see in the video, the velocity of the waves seems to be transferred to the boundary layer of the simulation, but nowhere else, and the passing of the instanced waves seems to have little impact on the simulation, when the waves should in reality be breaking on the beach. I've already played around a lot with this and I believe it could have something to do with the velocities of the points on which the waves are being instanced, but I'm not sure. Any suggestions would be great, thanks! Beach Tank Issue.mp4
  3. Hey Olly, did you ever find a solution for this? I'm looking to do the exact same thing, a mutual interaction between the vellum, RBD and flip solvers. I'm crossing my fingers!
  4. I'm working on a POP simulation for a rainy window and I've set up the simulation so that source particles (in yellow) fall with erratic motion due to a varying POP Wind force and Gravity force, emitting a stream of particles behind them (in green) as they fall using POP replicate. The emitted particles are stopped immediately after emission (using the stopped attribute in a POP wrangle). The issue is that as soon as the POP replicate is activated (at frame 200 in the video), the erratic motion of the source particles is lost and they travel more slowly in straight diagonal lines (as the trails of the emitted particles show). I believe that the POP interact node is causing this as the source particles are being attracted to the stationary emitted particles, slowing them down. But what I don't understand is that the POP interact and replicate are in separate particle streams so the emitted particles shouldn't have any effect on the source particles. I've attached a hip file along with a video illustrating the change in motion when POP Replicate is activated. Any help would be much appreciated as I'm pretty stuck on this! Thanks Houdini_POP_Replicate_Question.mp4 POP Replicate Issue.hip
  5. I'm currently building a POP network to simulate rain on a window and would like to mimick the small variations in surface tension that help cause the erratic motion of rain drops running down the surface. I know how to do vary an attribute using VEX, but I'm not sure how to go about it with parameters, since I can only assign one friction value for the whole of the geometry in the Static Object SOP. Any help would be great!
  6. Thanks for taking the time to make the example file I had a look at your file and the outcome seems to be the same as what I have in the above picture, with all the original points (from the pop source) highlighted in green, regardless of whether they've actually emitted any points themselves. I want to only highlight the points that Houdini decides, whether by probabilistic emission or by an emit attribute, to emit points from in the POP replicate. So there should be three colours, the emitted points from the POP replicate, original POP source points from which nothing has been emitted and original points from which points have been emitted (as per the circled points in my picture).
  7. I'm currently working on a POP netowork to simulate raindrops on a window, and am trying to isolate the original particles from which the trails (in red) are emitted as per an emit attribute using the POP replicate node, so that I can selecting apply a POP interact force to them. However, I'm really struggling to find a way to isolate those points. I couldnt find any reference to the original points within the POP replicate node, apart from the fact that their ID is added to the sourceptnum attribute. Am I missing an obvious solution? Thanks
  8. I'll have a read up on metaballs then, thanks for the tip!
  9. Did you ever find a solution for this? I've spent many hours researching this topic but because there's so much documentation on the 'POP Merge' node it's hard to find information on actually merging two POP trails rather than two streams/groups in the solver. I read about the POP interact node, but again this seems to deal more with applying forces to pop particles rather than actually causing them to coalesce and form one 'streak'. If anyone has an idea where I should start with this that would be great, I'm willing to put in the work myself but a couple of hints wouldn't go amiss!
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