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  1. Hi guys I've come up with a possible solution that is a bit hacky but does the job. I ended just using SOPs to do the final settle of the particles. What I essentially did was use the pop attract set to attract points based on matching id to get the points to their deforming target, at which point you get the bouncing issue because the target is constantly moving. I then brought these particles back in to SOPs and ran it through a point VOP with a mix to blend the position of the points from the sim with the points from the target over the last few frames. Thanks again for the help I'll attach a file demonstrating the solution in case anyone else comes across a similar problem. ts_pop_stick_release_wTarget.hipnc
  2. Hi again, Tomas, that was exactly what I was after for the release and worked perfectly when I applied a similar process to my scene. Is there then a way to stick these particles to a new target after a certain time or another proximity using a similar process? I can get it close using a popattract, but can't seem to get it to lock to the new (target) points again. Cheers
  3. Thanks for the quick replies guys, really appreciate it. Will have a look through these now and try and get my head round them.
  4. Hi guys, I've hit a bit of a wall in the new version of POPs. I have a deforming mesh (skinned character), which I have scattered points on. What I'm trying to achieve is a set of particles that are essentially locked onto their source point until a certain time or proximity from some sort of gizmo, and then morph to the position of another set of points. I have been able to achieve this in the old version of POPs using a position node, but it's rather slow. However I can't seem to figure out how to achieve the same thing in the DOP version of POPS. Any help would be great appreciated. Thanks
  5. After some further testing I went away from the fluid attract method as I was still unable to achieve to effect I was going for. I did however manage to find an alternate method of shaping my smoke, which I think will be the method I pursue further. I ended up using the field force operator set to a negative scale force, with my target geo converted to an SDF volume and plugged in via a sopscalarfield. I've attached another example file if anyone is interested in seeing to setup. Cheers FieldForce_Example.hip
  6. Hi guys, I trying to create an effect where some smoke rises and forms into the shape of an object but still remains a smokey fluid. I created some rough smoke and thought that the 'attract fluid' shelf tool would be the way forward, however when my smoke gets to the target object it seems to either pick up speed and fly right through it or just explode away from it. I have attached an example hip so you can see what is going on. I've tweaked a lot of the settings across the various gas solvers it makes but nothing I seem to try creates the desired effect. I'm still relatively new to houdini so any help would be greatly appreciated. Thanks Sam Fluid_Attract_Example.hip
  7. After few hours digging around I managed to get the temperature attribute from my smoke onto my points using an attribute from volume node which i could then reference into the pscale attribute. It seems to be working fine, so I thought I'd post up my solution in case anyone else is having trouble with a similar issue. Thanks
  8. Thanks for the quick reply guys. Martin I had a quick poke around in the volumeVOP (couldn't find a volumesampleVOP). I did this under the import_smoke Dop I/O node and I couldnt see an input referring to temperature. Am I doing this in the correct place? Is there any chance you can elaborate a bit more on the process of setting this up, as I am not overly confident of the process? Thanks again
  9. Hey guys, I'm looking to use the smoke temperature to drive my pscale attribute, however I can't seem figure out how to actually access the temperature attribute to use it elsewhere. I'm still quite new to Houdini so there is a good chance I'm missing something very straight forward. Any help would be greatly appreciated. Thanks in advance
  10. Thanks, that seemed to work for me
  11. Hey guys, Just having a bit of an issue that is puzzling me. I have noticed that when you emit particle fluids from an object, it only emits from the object surface. I have attached an example image demonstrating the problem I'm having. I have set up custom velocities which will need to be applied to the interior also. So is there a way emit from an objects interior as well as surface, I have tried a couple of things such as converting the object to a volume and the scattering point but i can't seem to get the particle fluids to source from the points. I have had no luck so far, so any help would be greatly appreciated Thanks
  12. Yeah, the more I re-watch the sim the more I think I need to extend it a lot haha, looks like that is going to be a sim for the weekend then. Just been experimenting with your sop solver method in a separate test scene and I have managed to get it working really well for what I was after, so thanks again for that, really helpful!
  13. Thanks for the help guys really appriciate it, I will have a go all of your suggestion. Thanks for the scene too Hudson, its always nice to see whats going on in a scene to fully understand whats going on.
  14. Hey guys, I am current working on a water explosion effect/large splash, below is a video of where it is currently at: https://vimeo.com/69691104 I pretty happy with the way it is looking at the moment, but as you can see it is hitting the edge of the container. Instead of re-sizing the container what I am wanting to do is kill/reduce the velocities as they get closer to the edge of the container and I want it to fade down over a specific area. I can kill off the velocities in a certain area using a pump object which multiplies the velocities it interacts with by 0 therefore resulting in a velocity of 0. However this happens very abruptly (as soon as it hits the edge of the pump object). So what I'm wondering is, is there any way to add a falloff to a pump object or drag force's effective areas? Thanks
  15. Thanks Dobril, I tried simulating it with the Dynamically Resize Fields switched off, this did seem to fix the problem, however it did dramatically increase the simulation time, which I assume is because it is now trying to simulate the entire container every frame. After a little more time tinkering around I have also found that if I increase the substeps (default was 2 so I increased it to 4) this also seems to fix the problem and didn't seem to increase the simulation time anywhere near as much as the turning the Dynamically Resize Fields off. Hope this helps, if anyone else comes across this problem. Thanks again for the help guys.
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