Jump to content


  • Posts

  • Joined

  • Last visited

Personal Information

  • Name
  • Location
    Los Angeles

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Midasssilver's Achievements


Newbie (1/14)

  • Dedicated Rare
  • Week One Done Rare
  • One Month Later Rare
  • One Year In Rare

Recent Badges



  1. I can't believe it was that easy. You the man! Thank you!
  2. Here's a hip file where I tested with collisions, without collisions, and with collision vel. Even with my collision vel set to 0, we still get full velocity from the collisions. If I understand collisionvel correctly, it only happens when the fluid contacts the collision geometry. Since my collision geo is inside the source, thats my entire sim. We need collisions in order to have a collision vel, so how can I dampen the amount of velocity we are receiving from collisions? Collision_Vel_Test_02.hiplc
  3. Thanks, Ill give it a shot! Also that abc should have been included in the zip, and if not, I have the setup to write out the alembic in the hip file as well. Will keep u posted about the collision vel
  4. I've seen some posts on the forum regarding this, but I can't seem to get anything working regarding this. I have an alembic, and I want to be able to extract the intrinsic rotations on the alembic, scale them down, then use that new channel to apply the scaled rotations to the original alembic. This should be able to work with translations as well. Ultimately, Im trying to reduce the inherited velocity from an alembic, so reducing the movement of the alembic itself is my only option at the moment. I believe what I'm actually seeing is too much collision velocity. The collisions with the smoke is what is causing the look of inherited velocity, and without collisions, it isn't a problem. I believe that's why my workaround was dampening the movement of the alembic so we didn't get as much "collision velocity" for lack of a better term. I've attached a hip file where I'm able to scale the translation of the alembic, sim, then add that translation back. Ultimately what I need to do next, if possible, is scale the rotations as well, so that they remain in the right location/axis. The head turning alembic example I gave you is a good example of how, despite having essentially no translation, we still get the head twisting in each direction, pushing smoke further than I'd like. If I could get a channel for that rotation, scale the rotation down, then re-apply it, I'd be able to limit the "collision velocity" of any alembic I receive. Any help would be appreciated! Import_Alembic_Intrinsics_Problem.zip
  5. I have am testing the transition between 2 clips in a crowd sim. I only have those 2 clips enabled, and I can see that they have a connection in the Transition Graph. The problem occurs when I queue the transition on a specific frame. Houdini is telling me that the frame Clip B is similar to Clip A is on frame 435, but I know that the frames don't match up until 438, and I can't work around it. If I try and set up a custom transition at 438, the transition is just skipped. Anyone know a way to either force the transition to happen at the appropriate frame, or tell my why Houdini is interpreting my clip incorrectly. Thanks!
  6. You ever make progress on this? Bump
  7. I dont have the time to dip into your hip right now, but I will say this; you need the right velocities to create something like a tornado. Right now, it looks like you almost only have your source, you don't have smoke coming off the edges of the tornado all the way around. If you just emitted velocity outwards, you would get that, but then it would look nothing like a tornado, therefore you also need a force that pulls the smoke back in. So, if you have a twisting tube as your source, and it inherits velocity from the speed of that tube, it should shoot outwards. Then you can multiple that vector by a velocity field that pushes inwards, so that you get both the initial outwards push, and then the suck back in. When those forces are balanced correctly, you can get something that looks like your reference.
  8. You need to increase the stiffness parameters, and make sure you don't have too many points in your wires, or they will just fall down. The less points you have, the stiffer it will be, but you still need it to bend and sway with the head, and you still need gravity.
  9. What do you mean the ship sinks? It falls onto the surface, and then floats, but it needs to undulate under and over the surface, like its on water. I played your scene, and I didn't have any issues. As the boat reached the front of the container, the container followed it, which is what the guided ocean layer does. Also, I'd recommend either using a larger particle separation or adjusting your water level or flip container, because that was too high res of a sim for you to iterate on effectively.
  10. Id say, the main issue is that you don't have a material on your object. I tried rendering your object with different shaders, and a principled shader with a light reflection model gives you the same result. If you put a constant shader on the geometry, or if you remove the headlight, the white also disappears. It looks like mantra is interpreting your volume trails as poly wires, and the whites you are seeing is specular highlights from the headlight in your scene, which is why when you change to constant shading, they disappear. Hence, the importance of materials and lights when rendering
  11. Shouldn't be too hard. Just source smoke from points on a grid, (it looks like he used a disc), give them some initial velocity, add turbulence and some disturbance at the right time, a little bit of bouyancy and some gravity (or a high cooling rate) and you are done.
  12. This is just my guess, but do you have your uvs set before the RBD sim. If you don't have them on the geometry before the sim, they can get broken as they get simmed. If that doesn't work, upload a hip and ill check it out.
  13. The .sim files are written out on the cache tab of the dopnet. Enable Save Checkpoints and specify your checkpoint location with $SF instead of $FF as the incrementer. We use $SF to stand for simulation frame. This will correspond with whatever the first frame of your simulation is, so be aware of that. Then change the checkpoint trail length to the length of the sim, so that the entire sim is accounted for. Next, make sure the checkpoint interval is set to 1, so that you get every frame taken care of. Now, when you play the simulation, you will automatically write out .sim files. Just be aware that if you suspend the simulation on a partial frame, your simulation will break. In that case you need to delete the last incomplete frame, ctrl+click the little brain icon, and your cache will re-set to the last complete frame.
  14. The texture isn't tileable because when you bake all displacements to one layer, it is fit into a 0-1 uv tile, which isn't tileable. Wish I could help your second point, but it's been a while, and I got a little hung up there myself. Hopefully someone else can chime in.
  15. Unfortunately what you are trying to accomplish isn't as easy as that. You need to switch between animated and deforming shards. I'd check out this video:
  • Create New...