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ford77

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About ford77

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    ford
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  1. Voronoi Fracture question

    On the "yes" part of the network you have two color attributes. One for points and another one for primitives. Delete the primitive color and the scatter will work.
  2. Delete inline points

    facet sop, turn on remove inline points.
  3. How to move particles along surface normal?

    Probably it will be the point sop. Set up the parameters on the force tab and use the grid as an attractor in the pop network. probably a drag will help too.
  4. Hi! This is my latest work at field: http://www.field.io/ http://www.energyflow.io/
  5. Thanks for the advice Dennis. do you know how to modify that tool like the low and high parameters not only keep that part of the curve straigt, but it keeps the the points on the original position?
  6. Hi, I need a deformer to create a banana peel like effect. I`ll have different patches and I need to bend / curl them in a controllable way. For starters, I`m thinking about deforming a line, and using wiredeform to deform the patches. I need help creating the line curling deformer in vops. I attached a hip with the problem. Could anybody help? Thank you, ford Curling VOP v02 - odforce.hip
  7. Hi, I need to create 2 colliding fountain like fluid stream emitted from two spheres. The fountains are mirrored and I need the collision. The particles what were emitted from the left have to go further left after the collision, and what`s coming from the right needs to go on going to the right after the collision. I tried 2 separate emitters and fluid objects. One for each sphere. With two separate objects I could use two different gravity nodes with different values, but the particles didn`t collide this way. I connected the objects and the emitters merged in a single particle fluid solver. Everything worked, except there was no collision. Probably the the particles need to be in the same object to collide, but if I use a single emitter for both spheres and a single particle fluid object, how can I use different forces for the left and right fountain particles? Can anybody help me solve this please? Thank you! (I need to use SPH, with the type of fluid I need it gives much nicer result.)
  8. Thanks for the replies. gui: The problem with extrusion is that it`s complicated and needs tweaking when the geo is concave and complicated. And the particles will collide and be thicker instead of just flowing in a nice path smoothly. Anyway, I tried this first, it needs very detailed geo to create the hills and valleys where the fluid can flow. I leave it as a solution when nothing else works. tshnrk: I`ll try the attractors, but i`m not sure about it. If it attrtacts, ho do I make sure the fluid is still coming down along the surface, avoiding repelling areas? I mean attractors attract from all direction and then it`s done, but I need them to be attractec away from certain areas but be unaffected otherwise. I guess it`s more complicated. Nerox: I don`t completely understand this method, but I guess instead of tweaking the vel field with a gas calculate, I could just put it in a field force if I had a vector field anyway.
  9. Hi, I need to create an ink like effect where a liquid is poured on a surface and it`s flowing down slowly. Can anybody tell me how can I control the parts of the surface where the fluid can flow? I`ll have a geo and I need to be able to control where the ink can flow down on it with painting on the surface. The only thing I could come up with so far is to attribtransfer the color attributes from the surface on the flip fluid particles in a sop solver and use tha to set friction to a high value on all areas except where the fluid should flow, but it only slows down the particles very much and they create a thick layer there instead of simple moving to low friction areas and flowing down the surface. I`m thinking about creating a divergence/pressure field from the surface with point clouds filtering the painted color/attribute, but I don`t know how to wire it together in Houdini. Any ideas, help and explanation appreciated. Thank you!
  10. Voronoi - dynamic - location based fracture (WIP)

    Based on your screenshots it seems you are caching the simlation as a simulation. Most of the time it`s not necessery. You should get the data from the DOP network to a SOP network with the dopimport node and cache only the geometry. Simulation caches contain much more data than simple geo caches. It won`t affect the speed. I don`t get what bbox is doing, especialy that it`s turned inside out with the invert sign parameter turned on. You should attach a scene file, or people won`t be able to check if there are options to alter parameters or the setup to speed up the simulation.
  11. pyro doubt

    1) I`m not sure about force scale. I believe you can uniformly scale external forces alltogether like gravity, wind, etc... and extra force fields. 2) with force scale mapping you can adjust where the turbulence supposed to act more/less. It`s like a mask on the turbulence scale. You can set up your turbulence not to affect the entire simulation uniformly, but to affect different parts of the simulation differently based on a field. For example you can add less turbulence where density is less, or add more turbulence to areas where the smoke is warmer.
  12. Workflow question: Activating RBD objects over time

    I made this simple template scene with sticky nodes. I hope this helps. Let me know guys if anybody has a better solution. RBD activation based on distance.hip
  13. Additive Attribute Transfer

    Maybe this. I did it in DOP, with sop solver. additive_attrib_transfer.hip
  14. Workflow question: Activating RBD objects over time

    I don`t completely understand the setup you described and I don`t have houdini open right now, but I did something like this not long ago. Using deforming geometry slows everything down, because sdf collision representation needs to be calculated from frame to frame. it`s probably easier to create the collision sdfs on the first frame and activate the objects during the simulation. I created a point for each fracture object in SOP with a value I can use for activation in DOPs. I used distance from a certain point - a circles center. I added this attribute to the RBD objects as a user data and turned of "create active objects" on the RBD fracture object. Then I animated the circle`s scale and in the DOP I activated the objects with the "active value" node with an expression what compared the user data - the distance - from the current RBD object and the circles current scale. if the scale was bigger the fracture object activated. Basically, you can create any custom attributes in SOP context, add it as custom data to your fracture objects and activate or deactivate them with a simple expresseion in the active value node using the custom data value. edit: this is one of the tests: http://vimeo.com/34746351 there are no collision objects or forces what cause the fracture. Each object has an initial velocity a little randomized, and I use an animated circle to activate the objects.
  15. Is this is what you`re looking for? update the image in the cop network. tha camera is animated. if you play it the deformation will change according the camera movement. Basically it doest`nt matter how you create you`re UVs just create them on points. After you have the UVs add the texture map you want to deform with with a color map in a vop sop. Then you`ll have RGB values on all points and you can use those values for manipulating the point positions. deform_with_image_v02.hip deform_with_image.hip
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