Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

3 Neutral

About 90okm

  • Rank

Personal Information

  • Name
  • Location

Recent Profile Visitors

1,614 profile views
  1. Pyro/Smoke voxels stretching

    thanks, benne5 ! it has helped a bit i think i've got all these stuff because of my additional disturbance, that messed velocity field too much ! so i had to raise substep amount to mantain proper density moving.
  2. Pyro/Smoke voxels stretching

    Hi ! I'm not a kind of novice in houdini but i still can not get an answer please take a look at the picture here is the result of simulation. As you can see there are areas where smoke looks like stretched through several adjacent voxels Why do these stripes appear ? is it due to insufficient substeps or somewhat else ? in this case i set 16 substeps and rather high container resolution ! on the other hand i have high initial velocity stamped from points. i've tried to use adaptive substepping but it had no prominent effect. i think if i had risen substeps amount to 100 or more i would probably get rid of this stripes....but i would not like to simulate it for ages.... maybe some of you has found an easy way to deal with such issues....
  3. Hi ! I'm trying to setup grains simulation and have faced strange grains behaviour in my setup i'm using explicit constraint with varying strength on all constraints primitives When i run sim i notice that some clumps are moving in very strange manner ! not physical accurate please take a look at attached movie - i've marked piece with red circle...... i tried to set up more substeps but it did not help may be some one could help me to resolve this situation there is the hip file in attachment as well. grerror.mov a1.hipnc
  4. Hi ! I'm trying to distribute pyro simulation among several computers using hqueue And whatever i do i can not get proper results ! i've attached sample scene ! everything is done using shelf tools only (no custom multisolvers, etc.) as you can see the container, divided by 2 along X axis, looks fine ! but ! container divided another way looks wrong ! and i can not get what is the problem ! i just change slice division and nothing more .... distro.hip
  5. Hi ! sorry , but i have not managed to get nice volume data from points into VDB ! Take a look at this picture ! There is the 3x3 grid (9 points with float attribute) These 9 points are sampled into volumes In the case of standart volumes everything goes fine (volume slice on the right) But in the case of VDB volumes it seems like hollow circles , i.e. there is no any data within the radius of the point, just like this is a surface (not type of a Fog) Maybe "additional VDB primitives" means SURFACE type only ? Are there any ways to get the same volume data in VDB as it's been done with standart volumes ? there is the hip file in attachment vdbfromattrib.hip
  6. Unfortunately NO! the default parameters produce the same effect as you can see the inner area is empty although i have points there
  7. Hi ! i'm trying to get volume data from points attribute pls see the attached picture in this case i set an attribute to some value and want it to be sambled into new VDB volume. it works like surface "wrapped" around my points (red area). and it's empty inside, although there are points inside with the attribute set to positive non-zero value btw it works fine when i set vdbfromparticles SOP to Fog VDB - it fills all volume where points exist Is it possible to sample any arbitary attribute into VDB like Fog VDB option does?
  8. FLIP Velocity leap

    HI ! i've faced the strange flip behaviour i have a flip container following some object and i create some disturbance area by transferring v attribute from points to flip particles. Nothing more - no collision , no additional forces... particle reseeding - OFF everything goes fine for a while, but at some frame the velocity field makes strange boost across all container , as you can see in the attached GIF what happens there ?
  9. Hi ! sometimes i create effects of ships going though ocean. and it's always a problem for me to get nice water-cutting effect that occurs along the ship front. I get more or less suitable result but i can not say that i'm satisfied with overall look.... the most obvious thing for me in this case is to add some custom velocities to the flip particles near ship's surface. I just get ship's normals and modify them a bit (see the attached picture), and transfer them as a velocity to flip particles using SOP solver This works, but it still looks unnatural... hmmm... Maybe some of you may share their ideas how to set up simulation that could bring nice water breaking effect. Thanks in advance !
  10. Hi ! i'm trying to get a better understanding regarding DOP data in houdini ! i can not find any detailed info the only way for me is just digging it myself. Starting from a simple experiment. lets say i have an RBD object and try to attach some data to it. as far as i know the solver looks for the specific data and change object's state according to that data. for example RBD solver looks for the Forces subdata and change objects position. if i create gravity force - Forces/Gravity subdata is created on specific objject and this object falls down to the ground. It works even if i rename Forces/Gravity to something Like Forces/Blablabla Well! Assuming this, instead of creating gravity force, i create an empty data named like Forces/Down and set "force" option to [0,-1000,0] with "modify data" operator. then with "apply data" operator i attach this data to object. (It's seen in Geometry spreadsheet tab) But when i press play button - nothing happens. Where did i make mistake ? or someone could point me to somewhere where i could find an extra info about DOP's inner matters? Houdini help is not much clear from this point of view Just in case i attach hip file. here Thanks in advance ! mydata.hip
  11. Yes it works, but it looks like declaring new attribute....that's why i was confused. thanks
  12. Hi ! trying to work with vex snippets and faced the problem ! I've created an integer array attribute on primitives and want to fill it with some values in attrib wrangle but i always get the error message of "Ambiguous call to array index operator ''. Candidates are: 'float vector4[int]', 'float vector2[int]', 'float vector[int]'" being declared within wrangle node the construction like this i[]@arr = {}; @arr[0]=@primnum-21; works fine wrangle_error.hip
  13. thin-walled container in flip simulation

    Great ! Thank You for precious advices it works well !
  14. thin-walled container in flip simulation

    Yes ! This is the very first thing i check before starting any simulation ! and collision surface seems to be ok ! I have even raised the resolution more than enough ! actually .... as far as i've noticed this is the common problem when you lose flip fluid volume , nevermind if you even have the constant quantity of particles itself