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doc

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Everything posted by doc

  1. Hi, Anybody know a way to procedurally close a poly curve? I can't use consolidate points on a facet because the points aren't close enough. I thought about about using an add to make a line that would join point 1 and $NPT-1 put that won't work because the point order of my curve is all over the place. Any ideas?
  2. Karma and instancing

    throw up a file and I'll try and take a look.
  3. POP Fluid collision and thickness issue...

    What Don said. The reason why it falls through is because you particles move to the other side of your collision object in a single frame. As a cheat you can try making you collision object thicker.
  4. Pyro Sim For Uni Project

    .abc files are alembic files, which I presume contain your bowling pins. Your source for your pyro is coming from an object merge (/obj/geo1/object_merge1) which is referencing a number of different alembic sops, which in turn are referencing alembic files on disk. These path are hard coded to path outside of the zip file you uploaded (for example C:/Users/Liam/Desktop/Juggling_Loop/Juggling_Loop/cache/alembic/Pins.abc). If we don't have these files we can't help you.
  5. Pyro Sim For Uni Project

    you didn't include your .abc's
  6. POP Fluid collision and thickness issue...

    upping the max substeps on the solver to 3 seems to fix the leaking issue. Don't know off the top of my head how to fix the shrinking issue. I'm guessing the popfulid node is more appropriate for thin fluid sims, probably better off using a full blown flip sim POP_Fluid_02.hip POP_Fluid_02.hip
  7. jelly scoop

    not sure what you mean by "unwrap", but if you are looking for a way to simulate jelly I would look at vellum softbodies or FEM. Vellum will be faster and you have the choice of using tetrahedrons(more accurate) or a cloth object with struts (faster). have a look here @ the 2:36:08 mark: https://www.sidefx.com/tutorials/advanced-vellum-workflows-h17-masterclass/
  8. Particle workflow popnet

    you might want to try adding pscale to your particles which should control the size of the particles. you might want to also check that render>Geometry>"render as points" is NOT set to "no point rendering"
  9. dissipation by temperature field

    turn on "scale evaporation rate by control" on the gas dissipate node and you should be good to go.
  10. Pyro Simulation

    I haven't had a chance to look at this yet, but in case there's something useful on upresing pyro you might want to have a look at this post: https://www.sidefx.com/forum/topic/71014/
  11. Pyro Simulation

    once you have your emitter figured out. You'll want to look into using the gas substep solver under your source dop to increase the substeps on your emitter because it's moving so quickly.
  12. New Pyro Solver (Sparse) and Micro Solvers

    Something else to keep in mind. Shredding in the sparse solver is completely different from what it was in the legacy solver. Shredding in the sparse is using the gas disturb dop to rotate the velocity vectors inside the "flame" field (the "heat" field has been renamed to "flame").
  13. Substeps and Global Animation Options

    If memory serves it's not necessary to modify the global animation settings. If you are unsure, run out a simple Sim. Check it with a file sop.
  14. Cloth sim with thickness, best practice

    There's also the ability to visualize the thickness on the post process node.
  15. Cloth sim with thickness, best practice

    There's a thickness parameter on the cloth constraint node that should do the trick. The idea is that you model your cloth geo as a 2d surface, and then use it to deform hero cloth geometry after the fact
  16. Hi, So I'm trying to figure out how to displace my sdf (rendered as an iso surface ) at render time. I've tried just moving P in a surface shader, that gave a a bump, but no displacement. So then I tried manipulating density with a cvex shader but that doesn't work at all (renders black). I've attached my test file, if anyone has any suggestions it would be greatly appreciated. Thanks test.hip
  17. Hi, Basically I want to have transforming (not deforming) collision objects in my bullet sim. I was wondering if anyone has ever done this before. I was thinking I could compute transformation matrices for each piece and stuff them into a point attribute on the packed primitive. Then maybe I could use those transformations in a sop solver to move thine inactive pieces. Has anyone done this before? Does anyone have a better suggestion for doing this? Regards, Doc
  18. Hi, I've finally got around to using pops in dops and I was hoping that collisions would take the particles pscale into account, but it appears it does not (see attached file). I would guess(and I'm probably wrong) that doing collisions with a implicit spheres would be fairly quick so I'm suprised it isn't rolled into the current implemtation. I just wanted to check in with odforce to see if there was a toggle I was missing or something. Maybe I should be using RBD point objects instead? Thanks
  19. exiting a python script

    I have a python script that I'm running in the python shell execfile("myscript.py") and I'd liked the script to stop running if a certain condition is met. If I was just writing a normal python script I'd do this: if foo>0 : sys.exit() but when running this in houdini it will attempt tp quit the whole file rather than just the script. Is there a way to exit the script and not the houdini session? thanks
  20. exiting a python script

    I wasn't running it in a function, but I'll put it in one and it works like a charm. thanks
  21. Alternative to Fuse SOP?

    I don't know if it's faster, but you can try using the facet.
  22. I'm guessing the answer is no, but I thought I'd ask. In my RBD sims I'll animate my active value to have various pieces in the RBD sim come to life at specified frames (usually attribute controled with a point expression). I just tried to do the same thing with the wire solver, but it looks like it doesn't have SolverParms/ActiveValue data attached to it. Is there some sort of wire solver equivalent? thanks L
  23. ah, using the pintoanimation and turning on deforming geometry seems do the trick
  24. Hi, having a little trouble in chops land. I basically want to max my channel, so if the highest value at any one time is 100 I want my whole channel set to 100. Anyone know how to do this? thanks
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