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Whatsinaname last won the day on October 26 2014

Whatsinaname had the most liked content!

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    Hole in Ground
  1. Adding geometry attraction force to Flip?

    I cannot see your scene at the moment, so I'm just guessing. There are multiple ways of doing this. The easiest way might be using Volume Motion -> Collisions -> Stick on collision and controlling stickyness bey a field (Control Field). You will have to add that firld to your sim, though. You could also use a POP Wrangle node (op POPVOP if you like that any better). You might take the FLIP particle's velocity and cross this with the volume gradient of your collider (turn it into a volume, first) and then take the cross product of this and again the volume gradient of the collider (please apologize me being slightly imprecise, I'm on a train)
  2. Vellum hair colliding with RBD Packed Object

    You could try a multisolver, but as far as I know, Vellum and Bullet don't work together.
  3. Change keyframe values from Imported Camera

    If the camera has been imported to /obj level you can parent the imported camera to a Null object and scale the Null object. This should reflect down to your camera. The other thing you can try is using the scale attribute on the camera. It's usually hidden, so you will have to click on the gear symbol in your parameter view, Select 'Edit Parameter Interface' and a new menu pops up. Select 'Show Invisible Parameters' and remove the Invisible flag from the scale parameter.
  4. Are you exporting your geometry to a different package for lighting/rendering? If so, can you tell us which package that is? It can get a bit tricky, though.
  5. A slightly more brutal approach could be using an Attribute Blur SOP on P and try slightly higher blur values. Or use a DeltaMush deformer, with some non-spiky object as reference object. If that won't help, is it possible the distance to the nearest points might be different for the spiky areas? You can check that easily using point clouds: (More on point clouds: http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex20 )
  6. Render Smoke Question

    Maybe it was easier for us to help you if you posted some renderings, illustrating the look you want to achieve and what your actual renderings are looking like.
  7. VDB does not export properly.

    Seems like the densities are too low in certain areas, you could give it a little boost. You can also try a VDB activate, sometimes that fixes certain issues.
  8. Cache Preview and Memory Management

    What kind of problems do you have? How much RAM does your machine have? What's your GPU?
  9. How to suck a fluid using a straw ?

    I'd strongly suggest faking it, if possible. Add an emitter at the end of your straw, so you've got perfect control about the amount of fluid flowing out of your straw. You could as well add a sink at some point where you want the liquid to enter your straw. the level inside the straw can easily be controlled in shading.
  10. Here is a small test setup I've made. It is advecting particles along a curve, driven by a velocity field. I added another velocity field pushing the particles back towards the centre of the curve and blended the two. This is done by deriving a new field, based on a volume gradient and multiplying the volume gradient by the volume sample and negating it. So far, I haven't tested it much, but it seems like it is working, but the settings will certainly need some tweaking. As in Houdini, there are very often multiple solutions to the same problem, I was wondering if there was a different way of achieving this...how would you do it or improve it? advectPush.hipnc
  11. Information on vellum attributes ?

    You might want to check out the documentation on grains and POPs, many attributes are shared.
  12. You just need a more advanced intersection test, checking if any particular primitive or edge is intersecting the volume.
  13. Houdini 17.5 .obj export

    Although you could export each of them as a single object, I'd strongly advise against doing so. Apart from that, exporting an OBJ sequence would probably destroy any velocity data etc, so you might want to stick with Alembic. Alembic can be a bit of a pain when it comes to transporting data into your desired target application (maybe it would be easier if we knew what that is). However, it allows you to write attributes to your points and there are numerous ways to read these attributes in your target application.
  14. Grains - how to make 'em bounce off surfaces

    According to Jeff lait from SideFX, PBD in its current installment won't allow any bouncy behaviour. So Karl's solution might be the only viable one, deactivating PBD behaviour in order to make the particles bounce. (He says it in this video, at about 27:40)
  15. Vellum Cloth Crumple

    You might also try applicating a force towards the inverse normal direction, using SOP Solver inside DOPs or some POP wrangle. I did that successfully in the old pre- Vellum days to create a crumpling effect.