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Everything posted by JuriBryan

  1. Hi everyone, I am currently working on a OTL that needs to have 3 outputs, but I can't find a tap to add them. I went through the help and it says that in the Operator Type Properties under the input/output tap should be an option. But I am only seeing inputs and no tap/section for outputs. Any idea where I can add extra outputs? Cheers, Juri PS: This is in H12.5.427
  2. What if...

    HDK.... a place/tutorial to get all the information from would be awesome!
  3. animated flip fluid source

    I havent had the chance to take a look at Pradeep's file, but you can always scatter points in the dragon. then have a attribute growing (your melting mask) then use a time shift to go one frame back in time and compare the mask attribute so that you get only the points that just got activated. then delete those points out and source the flip sim from those. merge the result of that sim with the points of the dragon which did not get activated yet and mesh that.
  4. Gas Viscosity in flip sim very slow

    you can try having lower values, and the map on points. then you multiply velocity values down with your map as a look up post solve. so that the new solve has less movement. that way you will get slower moving fluids where you have high viscocity and faster ones where you have lower settings. then to get the stacking you can try to use surface tension and divergence... the combination of that works for me normally doing high viscos fluids hanging and moving on fast moving characters/objects
  5. Bubbles

    Hey I was wondering how to do bubbles with flip fluids in houdini 12. I saw the white water video that sidefx put out a while ago and they made it seam very easy but i can't find out how to get it to work. any tips for that? cheers
  6. wired edge in flip simulation

    nope in the sim. just use a geometry vop (its just like the attribute vop) and do it on the particle velocity stage. you can do all operations you need in there
  7. wired edge in flip simulation

    geometry vop, check height of point, if its higher then what you want multiply y velocity down.
  8. Flips Activevalue

    sopsolver, read in the first frame they exist, vopsop, first in put is current frame second the static frame, import attribute based on id grabbing P, pipe P old to current P and set v to 0,0,0. build in a switch based on a frame or color from that set up to standard. now you have per point activation driven by what ever you want. does not work with reseeding on and a emitting fluid... you need the same id values on the static points as you have on the current ones. Cheers, Juri
  9. hi, I am currently trying to do the most basic thing... and failing. I have a bunch a cubes and want a noise drive them by updating the force on the points. And that works... for some of the points. I have no idea what could be wrong. I am attaching my file, and help would be awesome! Cheers, Juri packedRBD.test.01.hip
  10. Packed RBDs not moving with costum force

    that did the trick! thanks a bunch
  11. Particle motion blur render issue

    point sop? in the copy you can just check that all attributes from the particles get copied over to the arrows, that should do the trick. if that does not work use a trail node! it will calculate the right velocities for you.
  12. Normalize the Velocity of an animated Bird

    lay down a transform node: put $CEX $CEY $CEZ into pivot, copy that channel into transform and put a - in front each one. now you bird will stay at the center points with out moving in space whiles rotational animations and geometry deformations stay the same. calculate vel on that and copy the values to your animation. done
  13. Sand blowing over sand dunes

    I would go with pyro sims... all the way, at least for mid/background elements. and then layer a sim or packed rbds in for the forground. that way you get the mass and all that where you need it and the motion where you feel/see it.
  14. Sand blowing over sand dunes

    I personally would go with a decent res smoke sim. do all the look deving of the motion on that/those sims. Then advect a shit ton of particles with those sims. render them with a constanst shader that catches shadows and a very small point size.
  15. Sand blowing over sand dunes

    well I think it is like eetu said a "simple" idea, but to get it to work and to take it from a tech demo to an actual production is very hard and takes a lot of time. In the end it is always like testing water stuff with a cube falling in a flip, everything can work there. but take that setup into a shot and all hell breaks loose.
  16. Waterfall and large robot sim

    well it is not really driving on as I think you think it might. Its more like building a one of system. one big sim... that goes over ever state water can be in, going from the big waves down to smaller ones, to whitewater and then mist. all in one sim all in one go.... sounds crazy and it kinda is, but if you know micro solvers in can be really quite fast:D faster sometimes then to write out on sim do the emission calculations on there and then sim that. Since the micro solvers are so fast with volumes and calculations on them that it is faster then to do it in more then one step. and since it is all Geo based in the dops you can just isolate any of the parts in the sim after wards when you dont like that particular sim and just read the emission groups and fields from the cached sim instead of dops. So this set up gives you the best of both worlds. The file only shows the basics.. there is no feedback blending (particles just die) and no whitewater and no mist. but that should be easy to set up. Hope it helps a bit. Cheers, Juri FlipUpres.01.hip
  17. Waterfall and large robot sim

    yeah scale works much better now. and I dont think you should slow down the interaction part... I mean it is a giant robot walking through a waterfall.... sooo you would kind expect that:D and add white water! would be cool to see how it looks when you use a nother flip sim instead of white water.. and then add white water sim with pops on top of that. could help to add details
  18. Waterfall and large robot sim

    what they guy in the video says is kinda correct... he just forgets that all objects come in on a normalized grid of 0-1... so teapot and box should be same scale. The character is in animation scale so one unite one centimeter or 10 centimeters to make value tweaking easier and more obvious. but as far as simulations go one unite == 1meter. and that is that.
  19. How to stop deforming RBD?

    I have not looked at your file, but the first thing that comes to mind is: why? you can just delete out the parts on the frame they get active. So that you have your static deforming geo, and the pieces in the shape and in the position you want them to be on only the frame that they should be activated in the sim. now use two rbd fracture objects and let them collide. The one with the "static pieces" set that to deforming geometry and lay a active value underneath and set it to 0 and updated always. Then on the one that should be active simply set the creation frame to $F and there you go.
  20. Flipsolver transfer the Point Colors to Fluid Object

    give your particles a cd attribute on the first frame of the sim, or to your source points. then just sim and write it out. then in the meshing stage you can just add the cd attribute on to the attribute transfer.. done. at least the easy and fast method.
  21. in the latest builds it works in basically vop context besides the old vopsop.
  22. removepoint and all other actual geometry manipulations work only in some vops. use them in a attribute vop and it will work with out a problem, and they are very very fast. (check the docs, it says which vops work with those nodes)
  23. Object picking up sticky FLIP fluid

    okay.... so i tried to put together a test file over lunch and well... it does not work. sorry about that. My method cant work for two reasons. We need to keep track of the points that collided with the collision object. That is easy enough with a pop group that gets triggered by an attribute and preserves the groups, so that is in reality a none issue. The main problem that I assume you were facing to start with is that no matter how high the viscosity is the surrounding points to not move with the particles that stick to the collision object. So there is a different approach needed. Here is a file that is not perfect... but I think with some tweaking it should work just fine:D It uses velocities instead of positional data... so that surrounding points move as well. There is some delay.. but I think with more particles and maybe the sphere/collision object as an emitter it should work with out a problem. Hope it helps you out a bit. Cheers, Juri Sticky.01.jubr.hip
  24. Object picking up sticky FLIP fluid

    hey, sorry was really busy over the weekend... I will try and get one together for you tonight... In the mean time you could play around with the gasstickoncollision dop (http://www.sidefx.com/docs/houdini13.0/nodes/dop/gasstickoncollision). that might get you there as well. Cheers, Juri
  25. Object picking up sticky FLIP fluid

    okay no problem. So lets say you have a sphere that is supposed to pick up some honey. You create the animation on the sphere and the flip tank. Then make then collide and give the fluid some viscosity, the normal dop stuff happens and the fluid does not stick to the sphere. Lay down the sop solver and connect it to the particle velocity input. inside the sop solver: object merge in the sphere convert it to a vdb and then scatter some points into that vdb. then lay down a vop sop, connect your sim into the first input, vdb field into the second and points into the third. inside the vop. lay down a volume sample from file, sample the vdb, and right after that a fit range. set the fit range to something like 0-0.1 to 1-0. that should now give the points with in the radius of 0.1 a gradual value of 1 towards 0. then put down a point cloud and trough that get the positions of the points you have scattered on to the sphere before. then subtract that position from the current particle position, multiply that result by the distance from the volumesampling and add it to the position of the particle sim. now all points with in the radius of the sphere, which you define in the fit, will be at the position of the points on the sphere with in the radius defined in the point look up. you can also compare the value you have after subtraction the point and the particle distance and check if it is smaller then 0.001 then use the current position rather then the new position you get from adding the two. that is good if you don't want them to clump so much. and pipe that out to the position. now in the sim the points close to you collision object will follow that object extremely close, so lay down a enable solver and only turn the effect on when you actually want it. And since the points will follow the sphere when the sphere moves and since you have high viscosity values you get the effect you are after. Hope that helps a bit. I will also try and create a test file over the weekend to show the whole thing in action. Cheers, Juri