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About edversicherung

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    Peon

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  • Name
    Ed Versicherung
  1. hello. i am emitting a couple of objects in a vellum sim and want to point deform them at the end. everything works fine except only the first object gets point deformed and you can only see the collisions of the other point deformed objects. they seem to get emitted but don´t show up in the viewport. the constrains are there but the geo keeps missing. tried different inputs for the point deform but can´t get it to work.... WindowMan.hiplc
  2. Objects deformed on chain SOP in vellum sim

    thanks a lot man
  3. hey there,, was rebuilding the chain sop/vellum setup from the houdini 18.5 presentation in 19.0 and when i wire in the vellum sim in the chain sop with the objects to allign on the curves they get deformed somehow... tried some different setting but was not able to fix it. maybe some one has an idea. scene file is attached. greetings and thank you! chainsop.hiplc
  4. Hi there... I have multiple objects alligned with a copy to points sop and would like to offset the textures i am using for the roughness so the roughness is not the same on every object. tried to use a custom attribute from 0-1 in the RS particle attribute node and plugged it into the offset of the texure sampler but i can´t get it to work...
  5. Vellum balloons through pipe

    hello there... basically i am trying to recreate this effect in vellum: just some balloons getting sucked upwards through a tubish form... played with stretch/bend/pressure but i am not able to get it done...it´s super frusttrating because i think it´s not so tough to do..maybe someone can help here thank you!
  6. have a question to a setup i am building at the moment....doing some reaction/diffusion stuff over a mesh and want to add some animated colliders in the process. problem is when they get to close to each other somehow the reaction/diffusion sim bugs and creates new geometry and crashes. when i leave the colliders out everything works fine and stable. added the hip file so if some one wants to take a look---thanks helpfile.hiplc
  7. Hey there. i am trying to melt a spinning coin where the fluids transform into a logo when melted....i followed this tutorial https://www.youtube.com/watch?v=B3W-S0EW9xw and it works fine but when i feed the points from the coin into the flipfluidobject there is no more spinning. it´s just instantly melting and falling to the ground. the idea is that the coin spins for ca 100 frames, melts and transforms into the logo on the ground....all the tutorials for melting are for static objects but how about melting a moving (spinning in this case) object? i tried to find a way with some kind of timeshift/point deform solution but it´s not really working. would be really nice if some one could help!
  8. Hey there. little emergency here going on: can some one tell me how to render in arnold without a background. don´t have a HDRI/background object but it´s still black. tried everything i could think of and tried using a aov with a alpha map but with no success. thank you!
  9. Melting object with random gravity/viscosity

    hey. thanks again for the scene file and the help...so far it´s working fine but i am still having some problems..i have to use a relativ high particle seperation (0.0015) to preserve the shape of the typo i use. problem is when the spheres start scalling and in the process the particles are kind of flying all over the place. tried different things (slower/smaller scale) but it´s still not looking right. is there a way to connect more of the particles..because they are all like single droplets at the moment.
  10. Melting object with random gravity/viscosity

    thank you so much!!! i will have a go with it
  11. Melting object with random gravity/viscosity

    Hello there. I need to melt a typo object from bottom to top with a fluid sim. Problem is i don´t have a groundobject/plane so when i start the sim the particles instantly fall down. i had the idea to use a point group which goes from bottom to top to give the particles a random gravity/viscosity so they don´t melt uniformly. tried to set this up in the dop network using a solver and some attribute wrangels but i don´t get it to work... would be fantastic if some one could help me with this! greetings and take care.
  12. Hello there. i am really having trouble with this sim i am working on to the point where i don´t how to continue: actually super basic setup where i want to emit fluid with a vellum fluid sop into a sphere which tears after some time.problem is ,allthough i set the emission to 100frames, after like 20 frames one sphere (picture) gets stuck into the sphere and the emission stops- the lower the particles size is the earlier the sim stops to the point where it does not even start. when i have a big radius like 0,1 everything is fine but it´s impossible to get a detailed fluid sim like that... tried everything i could think of (substepts, constraint iterations, collision) but i am not able to get it right...please can some one take a look because i am really losing it here... watersim.hiplc
  13. Hello again. First of all i really don´t want to spam anything but i am really trying to build some "advanced" vellum setups without having some one to ask. Watched like almost all tutorials/forum posts but don´t really find stuff which solves my problems. So hopefully for the last time: I animate the pressure constraints of one vellum object in DOPS via the vellumconstraintsproperty node which works fine. Now i want to bring in a second vellum object and animate it´s constrains too. But i don´t know which input to use in the vellumconstraintsproperty node and how to set it up correctly... Another thing which i don´t understand is why the popforce is not working anymore when i put in a vellum source object to the normal vellum object. the plan was to emit multiply objects over time with the popforce and the vellum object but somehow it does not work well together... Would be so nice if some one could have a look at this stuff..thanks:S inflate59.hiplc
  14. hello friends! I am trying to set up a vellum sim with some rubber bands shrinking and squeezing a ballon object. Everything is set up and works okay but after the rubber bands shrinked and squeezed in the object they go back to their original state. i want them to stay permanently in the shrinked form so the mesh keeps squeezed in... i guess you have to use a Vellum Constraint Properties node in the vellum solver but i could not get it to work.. or is it better to set it up in a dop network.... Inflate.hiplc
  15. Use Marvelous Designer Cloth Sim with Vellum in Houdini

    ah okay that makes sense...thanks for your answer and i will try this
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