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syntheticperson

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About syntheticperson

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    Jeroen
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    San Francisco

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  1. Help make cool science visualizations for museum and planetarium visitors. Join us in achieving our mission to explore, explain, and sustain life on Earth. The Visualization Studio at the California Academy of Sciences needs a full time staff Production Engineer. Apply here: https://calacademy.snaphire.com/jobdetails?ajid=ehy09
  2. I want to do super slow motion of cheerios falling into milk flip fluid. When I change Scale Time from 1 to 0.1, some of the collisions cause explosive behavior. Someone suggested I write out the sim files with Scale Time set to 1, but substeps increased. Then read the sub stepped sim files as if each was a frame. It appears to work, but I'm getting some flickering in the flip fluid. https://drive.google.com/file/d/17zJgRw7DtQ3W-gqnCiHXpcvGSQDxORGw/view?usp=sharing Any ideas how to fix? thanks
  3. Houdini Rounded Edge VOP: Seeking Example

    My question was answered here, in case anyone else is interested. https://www.sidefx.com/forum/topic/58301/?page=1#post-261343 thanks
  4. I have searched the web for an example on how to use the Rounded Edge VOP http://www.sidefx.com/docs/houdini/nodes/vop/roundededge.html [www.sidefx.com] But was unsuccessful. I have a 3D model which is very reflective and has sharp edges. It looks dark in the environment, because the edges are too “perfect”. I want the edges to be rounded just enough to catch light and reflections. Can any one provide a simple example on a cube? thanks
  5. Artefacts When Running RBD interacting with Flip & Timescale 0.1

    That appears to work. Thanks! One step that is missing from you instructions: Once I wrote out the substeps, then read them back in as if they are frames, I had to change the Scale Time to 0.1. Otherwise it still played back at normal speed. thanks again
  6. Artefacts When Running RBD interacting with Flip & Timescale 0.1

    Good to know I'll give that a try. In the mean time I fixed the permissions of the slow mov link, so all can view: https://drive.google.com/open?id=1WPEO83YnrD_QMa1uj5RRYLwMPoYaHgYR
  7. Here is an RBD of tori falling into a flip fluid, with Scale Time at 1. https://drive.google.com/open?id=1CZRguzia-uBbav6sb6Ln4zxRYnAOJbdf [drive.google.com] Which appears to be working fine. I want to do a slow motion version. So I tried reducing the timescale setting on the dop network. Here is the same sim with simulation timescale set to 0.1: https://drive.google.com/open?id=1WPEO83YnrD_QMa1uj5RRYLwMPoYaHgYR [drive.google.com] It appears to be mostly working. However, you'll notice that some of the tori explode later. And the flip starts to flicker towards the end. Any ideas why it's doing this? How to fix? thanks
  8. Packed RBD Objects and Flip Explodes

    I'm trying to create cheerios falling into milk. I did a test with 2 toruses falling into a flip sim. If the toruses are separate RBD hero objects, then the sim works fine. https://drive.google.com/open?id=1Z98WekxuaIQ89vmxReqRHTgWjxgkuPUX [drive.google.com] However, if I try using packed RBD objects, then the sim explodes. https://drive.google.com/open?id=13U4Su0a3iVEpLx38lEuWxpORUdciKZCP [drive.google.com] I tried reducing the flip solver interaction scale from 1 to 0.5, but that didn't help. Do packed rbd objects interact correctly with flip correctly in houdini 16.5? What am I missing? thanks Torus2PackedRBD_FlipExplodes.v011.hipnc
  9. I want to be able to export custom attributes from inside my own copy of the classic shader. I also want to be able to feed inputs into my custom shader, at the Material Network level. However, there appears to be a conflict. When there are no inputs at the Network level, then the custom attribute is visible in the extra image plane in my mantra node. However, as soon as I connect anything to any input at the Material Network level, then the custom image plane becomes black/zero. Any ideas? I have documented the example hip file with post-it notes, from scene level all the way down to the shader level for navigation. thanks customShaderMaterialArbitraryExportBug.v01.hipnc
  10. per point physical attributes (eg: friction)

    Has anyone been able to get friction attribute to work with the bullet solver? It works with the RBD mode in the rigidbodysolver node. However, if I switch it to Bullet, the blocks slide, ignoring the painted friction attribute. paint_friction_BulletNotWork.hipnc
  11. Guided Ocean Layer SIM missing frames

    I'm trying to sim waves lapping up onto large rocks jutting out of an ocean. The sim appears to be working. However, when I write out to a bgeo sequence, some of the files have low byte counts, and are correspondingly missing when you play them back. This was simmed on a machine with 24 processors and 20GB of ram. I'm going to try to increase memory to see if this fixes the problem. But it would be helpful if the hip file could write out more informative diagnostic information. How would one go about doing this? As the geometry rop doesn't inherit any log info from the source DOP. thanks devilsRock.waveSim.h16p5p378.v007.hipnc
  12. Houdini FEM stops at frame 800

    Great! I was running it on a host that only had 14GB ram. I'll try running it on a machine with more. much thanks!
  13. Houdini FEM stops at frame 800

    I am trying to sim a 1000 frames of a FEM coral with branches swaying in water currents. For some reason it freezes at frame 800. I checked all the DOP nodes, and couldn't find anything obvious. What am I missing? softCoral.FEM.paintWidth.h16p5p378.v27.hipnc
  14. How to Visualize Wind Force DOP?

    Thanks, but I want to be able to visualize the noise component of the wind force. I need to be able to visualize the scale of the noise, in order to fine tune my FEM sim. I'm trying to sim soft corals in a water current, and need to be able to see the scale of the noise, in relation to the coral branches.
  15. I'm trying to create a layered shader from two classic shaders. However, I noticed that the layered shader loses the point color and alpha information. Please refer to simplified example. The polygon sphere has varied point colors and Alpha. If you apply classicshader_A or classicshader_C, your see left side of the sphere is red, the right side is green, and the bottom is transparent. Which the material is inheriting from the point color and Alpha attributes. However, if you apply the layermix node, which combines the above classic shaders, you'll see the sphere changes to a solid pink, with solid alpha. How can I use the layer mix, while preserving point color and Alpha? What am I missing? thanks layeredShader.v01.hipnc
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