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anupamd last won the day on October 6 2012

anupamd had the most liked content!

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  1. Im trying to grab the nice flip color visualization in SOPs. If I file cache out of dop-import in SOPS I loose the color after the file cache node. Where is the color coming from and how can I use it in sops? *see attached*
  2. vex volume procedural not working on points.

    Anyone? Is no one using uniformvolumes to render points for stuff like foam for your flipfluid sims?
  3. vex volume procedural not working on points.

    Also, I it does work if I create a volume with the points (eg: via volumerasteriseaspoints), etc.. but I do not want to do this step as it is very slow for millions of particles. As per scott keatings tutorial, you just need the points and the shader to render each point as a spherical volume blob, and that is what I am interested in.
  4. vex volume procedural not working on points.

    oops.. here is the hip file. uniformvolproblem.hip
  5. I tried to follow Scott Keatings foam shading tutorial exactly for rendering points as volumes using the vex volume procedural. But it does not work for me and I cant figure out why. Could someone take a look at my hip file and see what im doing wrong? (ps: in trying to render flip foam with this technique)
  6. So I've never had much luck using rest fields in pyro to add more detail via texturing. However the technique of advecting particles through the fluid and carrying over the local coordinates seems really promising. my question is how would one approach this? Seems to have worked amazingly well for the Main Road Post guys: "ultimately they determined that their best course of action was to run most of their Pyro FX simulations using advected particles inside volumes and then carry over the local coordinates. Taking this route allowed them to find the sweet spot they were looking for." rendered results: article from; https://www.sidefx.com/index.php?option=com_content&task=view&id=2692&Itemid=68
  7. ah hah.. that makes sense. duh.. Thanks!
  8. Hi guys, I would love to use PointReplicate to do krakatoa like point rendering for my splash and foam elements of my flip sim. The issue is that I randomize the input points based on pointID (each ID gets a different seed for the randomization). The problem is that with foam/splashes the point id's change ( I think.. no?) . So how does one use pointreplicate with changing Point ID? Is tehre another attribute ont he particles that do not change that I can use instead? Thanks!
  9. also I noticed a lot of guys using packed prims with a pointwrangle DOP to limit the velocities, problem is I cannot use packed prims for other reasons.
  10. Hi guys, I've seen some topics related to this but none of the suggestions have helped. so here goes I have a relatively simple object (roughly a box), that im fracturing with voronoi fracture then pushing off to the side with a windforce. The issues is some of the pieces that are really small are getting a really huge velocity. If I disable compute mass in the physical attributes, then it all works. So I have a feeling its because of very small masses that the problem is ocuring. Is there a workable solution to this that does not involve deleting the small chunks before the sim? if not: how does one go about identifying the small pieces for deletion prior to the sim? Also here are things i've tried that did not work: 1. adding a drag force 2. more substeps, 3. double checking convexity in collision 4. shrinking down the collisions slightly Any help would be great, thanks!
  11. Flip, Pyro and RBD with Dual- multi core processors.

    Thanks for the info Ian. Another quick question. I have the option of utilizing a dual 6core 2.6ghz or a dual 4 core 3.5ghz. Not sure which to get as im unclear as to if the number of cores will win over raw horsepower per processor. Any opinions on the matter would be helpful. - Anupam
  12. I know to some extent this has been discussed on other threads but its not clear to me. To what extent does Flip , Pyro, and RBD use multi-core processors? Is it necessary to tweak any settings to optimize for multi-core machines. If so is there any documentation available for this? I am currently building a dual 6 core intel I5 and want to make sure im not wasting money on the dual proc if houdini is not even going to utilize the multi cores. Thanks,
  13. non voronoi more realistic fracturing.

    Well i think what Macha means is deform the space that the fracturing takes place. See attached HIP. So yea, you can do this now by just deforming the object, fracturing, then deforming it back. Here is a quick example of that I came up with. I have to say it looks way better than I expected.. and actually looks better than the odd looking voronoi patterns. Im playing with other techniques too and I'll post sample hips here if I come up with anything interesting. .. now if I could only figure out how glue networks work.. argggh! fracture_deform.hip
  14. (kudos to Matt Radford)First check this out, 3DS max + thinking particles / volumebreaker. This is seriously good guys, we should be able to do this with houdini... the physics is fairly straight forward with gluenets and bullet, but the issue is the fracturing and getting that to look natural. Has anyone looked in to fracturing geometry without using voronoi? The fragments that voronoi produces often look un-natural and sort of rock-like. Im interested in coming up with a solution if none exists, and I thought I'd start a thread about it. So one solution is to go through a for-each and chop up geo with cutting planes, this has been attempted before by others on odforce.. but it seems to be that the cookie sop produces bad geometry and is UN-reliable. I believe there was talk of "fixing" the cookie sop but clearly sidefx hasnt done anything yet... so there is there bottleneck . Is there a better cookie sop out there somewhere?
  15. So I've got a simple morph form one shape to another. I comb the normals slightly on one of the morph targets and it ignores my combed normals when I morph. I would like the normals to rotate as the object morphs. How do you do this? Do I have to re-calculate the normals manually (by converting to tangent space..etc) Take a look at my hip it will be clear? morph_normals.hipnc