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Everything posted by Midasssilver

  1. Collisions in Vellum

    I tried setting up a vellum sim inside of dops, hoping I could use a popcollisiondetect to try and get the hit attributes I needed, but that didn't seem to make a difference. Since Vellum is grain based, I thought pop operations worked on them, but I guess not all of them do. Interested in the workaround for this if anyone knows.
  2. I don't have a copy of 16.5 on me, but I believe the workflow for that is the same in recent versions. As an example, drop down the Guided Ocean Layer shelf tool. In the guided ocean layer initial node, go to the ocean preview node - there is a tab called "Export to Texture". Specify the name/path of the output file, and specify whether you want "Bake All Displacements into one Layer" enabled or disabled. If you have it enabled, then your texture is not tileable; if it is disabled, then you can tile the texture. That should be what you need.
  3. Yeah, Chops are super powerful and cool, but also pretty convoluted. Wish I was better with them too, but adding a simple preset like noise or a sin wave is super easy to achieve. Lmk if u have any other questions re: your scene if they come up
  4. 1. The assemble node is creating packed geometry from the separate pieces of the scissors. It makes 4 separate objects (I believe based on the primitive connectivity), which is why you get 1 for each blade and 1 for each handle. 2. Correct. I separate into two streams to that I can perform the boolean operation properly. The divide is to get the mesh triangulated. 3. Unpack brings the full point count back, but I have experienced components being unselectable without being converted to polygons first. 4. I can't tell you if this is standard, but I do it lol. I have noticed that unpacking geometry isn't always enough, especially with surface collisions in DOPs, so converting to poly usually fixes that. 5. Cool. 6. The chopnet was because I wanted to get some noise on the geometry, but I didn't want to use the noise you added via dops. So instead, I right clicked on the wind parameter in the forces tab of the vellum solver, went to motion FX and selected noise. This animated the wind with a random noise similar to what you were doing in DOPs, but not in dops
  5. Vellum - to much stretching

    The reason why you are getting a lot more stretching, and the reason increased substeps and constraint iterations help, is because you are adding a lot more points to the high res mesh. More points = more constraints = more constraint iterations/substeps for the constraints to reach the required stiffness. The only workaround, other than the substep constraint iterations route, is to use a lot less points in your mesh. The less points you have, the faster the vellum sim will become stiff.
  6. FLIP Render Flicker

    I believe this is a render issues, and not a flip surface integrity issue, so your recommendation to purchase a plugin is not valid
  7. Mouse causing hand wrist pain

    Post a hip file so we can diagnose the issue
  8. I'm not 100% sure what you are trying to do with your scene, but I got better results by changing a few things. First, I converted your geometry to a cleaner mesh that supports booleans. I used a boolean operation set to union to delete the overlapping area between pieces of the scissors. When that didn't improve the constraint issue you had, I tried to set up a similar sim just using the vellum solver outside of dops - it seemed to work a lot better. If you need your sim to operate inside of dops for some reason, then the differences between these two setups would be the next thing you resolve. Scissors Test Balloon Fail_01.hiplc
  9. You need to lock your obj in the hip file you post, or we can't load it.
  10. Rigid Sim RnD - Building destruction

    See if you can build a constraint network between the active RBD object (second sim) and the cached simulation (first sim). If the dop brings the constraints in, and you can see them, then you are probably good to go. I haven't done it myself, but perhaps you can find a tut for that online.
  11. Rigid Sim RnD - Building destruction

    Two issues I found in your scene. The first might not be an actual problem, but I wonder why you are writing out .geo.sc files, as opposed to .bgeo.sc files. .bgeo.sc is the standard file format for rop geometry nodes. Second, I believe the problem you are running into is that your bar geometry interpenetrates the ground plane on the first frame, so it starts falling through. It still get affected by the first simulation, but just starts falling at the start. In the file I have attached, you will see those beams no longer go through the floor, but they still start falling at the start. You can probably use a series of constraints to resolve that. skykrapperprocedural.013.hipnc
  12. Rigid Sim RnD - Building destruction

    The same way you would make a static collision object, except you enable "Deforming" on the static object in the dopnet - this way it will get the animation from the changing point count. Then after you make it, inspect the collision representation of the geometry in dops to make sure it is accurate. Since it is a static object, it won't be affected by the sim, but will affect the rigid bodies that are simming.
  13. Vellum Sims on Very Small Objects

    Post the hip! or scale up your geometry before the sim, sim it, then scale it down again after.
  14. Without seeing your hip file, I can suggest that if you change the Target edge length of the remesh you can change the resolution of the geometry to something lower. Also a Divide Sop with maximum edges set to 3 will triangulate your mesh. If you want additional suggestions, post the hip!
  15. Rigid Sim RnD - Building destruction

    Well if you cache out the first sim you like, then make it into a vdb for collision geometry for the second sim, you should be able to combine sims without having the new one affect the old one.
  16. You need to make your dome into properly collision geometry with thickness. Extrude out the parts that look like they are a single plane, and include the back face. You don't need to render the same geometry you are using for collisions. You can also look into surface collisions, but those can have their own issues.
  17. I replied to your comment on sidefx, as well as attached a hip file. But one more time here, since you have created the post and for future reference: "I checked out your scene and updated some settings. Here are a few tips. First, increase your bend stiffness a lot to prevent the cloth from bending. Next, the main problem you had with your setup is WAY too many points on your cloth grid. I reduced the number substantially, and the stiffness worked. The reason for this is that having too many points in your mesh, and therefore too many constraints in your mesh, require a lot more substeps and constraint iterations to resolve properly. As you reduce the point count, the vellum solver performs a lot more predictably. See the attached file." Vellum_Cloth_2_01.hip
  18. Vellum substep issue.

  19. Change color of scattered and packed grass

    You probably just need to re-pack it after it gets the right color, and make sure you promote the color when you re-pack it. Also, getting your color from the points that you are copying the instances of the plants onto doesn't help you, because you will need to overwrite it again with random color that takes every leaf into account.
  20. Change color of scattered and packed grass

    See if something like this works for you. Rand_color_on_prims.hip
  21. Trying to do a river with FLIP Fluids

    Looking at your sim, the first thing that stood out was where you are inheriting velocity into the sim. On the volume sop, you have an initial value of 1.5 in the x axis. The velocity will always go in that direction, unless you specify it differently, but that also means if you know what direction you want it to go, you can just change that vector attribute value to the direction you want. Overall it feels like you have a lack of detail in the velocity being added to the sim. You are just pointing the velocity in a single direction, versus added some velocity that could generate waves. I'd check out the Ocean Shelf tools that come with Houdini; namely the wave tank. This will show you how velocity is added that would generate waves. Then you can make the waves as chaotic as you want, to get the specific type of river you would like. There is an input for cropping the particles in the tank with the collision geometry at frame 1, so it can certainly work with your setup.
  22. fuel doesn't follow emitter

    I'd post a hip if I were you, but the first thing I can suggest just from your pics is to change the burning rate to .999 or 1. If you have a value less than that, the fuel will remain in space, and give you a trail you may not like.
  23. Assemble and check pack geometry. Now you have an individual object for each piece. Select the shard you want and use a delete node set to delete non-selected - you have now isolated your shard. Then make sure obj exporting is enabled in your preferences, and you can write out an obj with a rop geometry node with .obj as the extension.
  24. Smoke sim slow despite no density?

    It sounds like you are saying that you have gaps in the source emissions, so you are wondering why the sim is still taking a long during that time. It's probably a combination of your dissipation value, and where density is still being calculated in your fluid container. If your container is dynamically scaled according to the density it finds, and is still large during those frames, then don't expect the sim time to be reduced at that moment.