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Found 141 results

  1. Guys anybody know how to use distribute shelf tool if I have custom dopnetwork inside sop ?
  2. FLIP Cache - Best Workflow

    Hey guys, I assume that the best workflow could be: 1st - Write the particles simulation to disk 2nd - Read the simulation files to generate the mesh (+ cache the geo file) Now, what is the best way to save the particles simulation? Should I do it inside the "particle_fluid" node using a "ROP Output Driver" or a "Flie" node? Should it be connected to the "import_particle" node? Something like this: and how should I read those particle files back? Please let me know if there's a better workflow on it. Thank you, Alvaro
  3. I'm posting this on behalf of Benuts, a VFX company based in La Hulpe, Belgium. We are looking for an experienced artist to help on water/ocean simulation and shading. We're looking for someone with a lot of experience on that specific topic to help finalise shots for an ad, with opening sea - Moses type effect. More information will be provided after contact. If you are interested, please e-mail Alexandra Meese : alex@benuts.be
  4. Hello, I'm trying to create a looping animation of water spiling on the ground, so that it repeats itself every 60 frames , but im stuck at the part that where I need to blendshape the last frame and the first frame since I can't find anyway for the points to be blend shaped to their nearest relative point. waterfallloop.hip
  5. Hi all, I've been using the crowd shelf tools this week, trying to get to know them. The example files are super helpful, and have taught me a lot, but I'm getting slightly stuck on one seemingly simple thing. Controlling the initial position of the agents. For example, I have around 10 agents, walking, following a circular path. However I cannot figure out how to define the starting positions of the agents to be along that circle (so that they are all walking around it from F1). I can only seem to be able to randomly populate a surface, or set the population to 'formation', which allows me to do a straight line, but not a curved one. Both of these are v useful, but is there a way to set a custom starting state for agents (i.e placed along a curve)? Basically I want to set up agents walking around a circular pool. Any tips much appreciated. Thanks.
  6. My Latest Houdini works

    Hello Guys Im Ahmed Saady - Houdini FX Artist based in Iraq now i would like to share with you my latest houdini projects i have done and i hope you like them Also i'm available for freelance remotely work or full time position ahmedstudios@gmail.com Copa America Identity 2016 - beinsports Copa America - mainstudio 2016 Building Destruction - R&D All the information regarding of the houdini work is under each video description Thank you!
  7. another pyro question

    Can someone tell me why often in time people will like to separate out density, temp, vel and merge it back in the smoke object in pyro ( under the initial data as: density SOP path, temp SOP path...ect) instead of that, we can put multiple source volume node to input different channel as well. What is the main different here? All I know is putting those SOP path makes it last longer in the sim, thinking like as if you want to have a shape of a box being evaporate then we will use that and if we are using any of the initial data we will most likely not wanting to put down the Source volume node where this is constantly pumping stuff into the sim. In addition, to do any of explosion sim, is the best not to put fuel data as any initial SOP path since those will stay quiet a while if you are sourcing the fuel on your Source Volume already. In render you will have a constant light area where is being burn even your explosion has already occured and about to finish. Please correct me if im wrong.
  8. Hi everyone, I am trying to use a grain simulation to create a sticky gum effect. (like this video) but I have a problem with the meshing. To create a skin out of my grain I first convert my grain to vdb (with vdb from particlesfluid) and then I use convertvdb with the polygon polygon option to convert this to a polygon “skin”. Everything looks perfect in the viewport but when I try to render, it is inflated at rendertime, ie: it’s not a perfect match with what I see in the viewport. If instead of grains, I use a sphere that I convert to vdb volume and then back to poly with the same convertvdb node with the polygon option I don’t get this volume increase at rendertime. See yourself: Is this a bug? Do you know any workaround I could get mantra to render the same result as I see in the viewport when using grain as a source? I saw this thread where someone talk about creating properties in a shader to get to render vdb isosurface directly without converting to poly: https://www.sidefx.com/forum/topic/29678/ But I still have to investigate that one, looks a bit complicated. As another workaround I could render my sim correctly by writing the vdb to disk and loading it in max to render with vray and it rendered correctly. But still I would like to know why mantra can't do it. thanks
  9. hi there!! I've melted an object using flip fluid solver and I was wondering if there is a way to apply a "low" sim resolution to the "high" (original) mesh. In another project using vdb fracture I could be able to apply the low sim to the original mesh by connecting the original geometry into the second input of convert vdb node and checking "transfer surface attributes", but I don't know why this method doesn't works for me for my flip fluid simulation. If it helps in this video: https://vimeo.com/85149964 The person who upload it, comments this: "I cheated a bit by wrapping the low res simulation to my high res geometry " Can anyone help me?? Thanks!!!
  10. Hi, in another thread http://forums.odforce.net/topic/25294-unrolling-paper-animation/ I've been advised to : "Easiest would probably be to nail your animation, and then add simulation on top of that." in order to achieve a realistic behaviour to rolled-up sheet of paper. (see other thread link for details and hip file) Unfortunately, I'm not comfortable enough with H15 to figure out how to do that on my own. I can animated, I can simulate (a bit), but I'm really wondering how adding/mixing the two would have to be wired. I've tried to read about it, but so far, I've only read about switching from one to another (which isn't what I need), and something about rest and target state, that might be involve, I don't kown : / If you can help.... much appreciated! thanks, cyril.
  11. Snow Sim WIP - Help wanted

    Hey guys working on a snow simulation setup for a student film for second year of my University course (University of Hertfordshire) - Been working on some rnd' and so far happy with results but was wondering if anyone had any idea how to get rid of the crazy/flying like particles in my walking man RnD' - Wasnt sure if more substeps/ constraint iterations / or if their was too much force from the colliding object to the snow - will provide a scene too! - SNOW RND - SNOW WALKTHROUGH TESTS (For the shot in this the sim itself may just include dropping the snow ontop of a building for nice placement and not any actual interaction once stable so these tests maybe slightly uneccesary but would be nice to gage a further understanding!!) Will provide both houdini files if asked, LEFT TEST; 1.4 million particles upressed to around 14million at render time Constraint interations - 40 clumping stiffness - 40 Shock scaling power - 0.8 static threshold - 0.5 scale kenetic - 2 RIGHT TEST; 168,000 particles upressed to 4.2million (bit excessive in the upressing) Constraint interations - 65 clumping stiffness - 40 Shock scaling power - 0.8 static threshold - 0.5 scale kenetic - 2 - thinking possibly my scale kenetic attribute is causing the excess velocity/movement on impact (was testing more constraint interations vs higher particle seperation (more particles) which is more efficient ) - HIP File provided, - Alembic geo file too - https://www.sendspace.com/file/8flg0v RnD_Snow_Walkingthrough3.hip
  12. Flip Wave Layer Tank Workflow

    Hi, I've been playing around with the ocean fx shelf tools a bit and have a couple of questions regarding usual workflow. I want to create a boat traveling over a static grid with waves, so combining the ocean spectrum / evaluate sop with flip sims seems like a good idéa, and it seems that this is what many of the shelf tools is doing. I found this in the documentation http://www.sidefx.com/docs/houdini15.0/shelf/ocean_differences and from that it seems that the wave layer tank is what I want. I tried to implement it in a little to advanced project for me and wasn't happy with the result I was getting. So now did a quick test scene with a static grid and a object traveling trough it and I still get some weird result. For example to water doesn't seem to close the space behind the "boat". So I started to think if the whole wave layer tank was mostly for being able to get white water on top of the sop geometry from the ocean evaluate node. I don't know, I'm a bit confused. A saw this nice rnd example from Vladimir and from what I can see he seams to use flat tanks and maybe wave tank. I want those continues waves from the ocean spectrum. Do people use some custom setup to continuously advect the flip sim to add velocity to the waves. Or is it possible to combine something like a flat tank to get the ocean / boat interaction and then do some trick to add that on top of procedural ocean geometry? I've attached my simple test with the weird gap behind my test geo boat. Any thoughts or tips is appreciated. Thanks / John WaveLayerTank_BadResultExample_V01_01.hipnc
  13. hello everyone , i have simulated and stored 350 .sim files ( ~450 Mb each ) when i switch the DOP network in sim-play-mode , only first 200 frames are displayed . not any other beyond that . - can someone suggest to me how to deal with this ? thanks in advance ! .cheers
  14. Hi! I'm having a problem using PBD when it collides with an imported animated geo but not when I'm using an animated geo created in Houdini. Dunno exactly why particles are just shooting out with one and not the other. I've tried converting the geo (alembic and chached out as bgeo) with an Iso offset, a VDB convert from polygons and end up using the Deforming Object shelf tool. I've tried incresing the substeps, increasing Constraint Iterations and set Scale Kinetic to 1.. and still nothing. I've run out of ideas and can't find a solution anywhere. (I know it explodes the 1st frame, but I'm not worried about that ). I've attached a HIP file (H14) and some previews. Any help would be nice Thank you! sandWalking_test_houdiniGeo.mov sandWalking_test_importedGeo.mov
  15. hqueue RBD

    hi every one is there any workflow to simulate rbd on multiple machines ? since the slice work only with flip i'v tried some stuff like using the hq sim and hq render and no chance and thanks in advance
  16. Cloth Sim, Tieing a knot

    Hello, I am starting a production for a college short & we have a shot that we would want to cloth sim, but we dont really know where to start with it since it is tieing a knot in a bandana. (see pictures) We are going to animate the hands coming up and making a tieing motion but would like to show cloth being thrown around a bit as well. does anyone have suggestions as to where we might start with this?
  17. Cloth Sim Speed

    Hi, I have Houdini Indie, I am trying to simulate a cloth animation and am getting very, very slow results. I am doing a simple grid with 100 by 100 res fall into a smaller cube. On the default Finite Element Solver settings it is taking close to a minute per frame. If I increase the res of my mesh to 300 by 300 it gets close to 12 min per frame (I am running dual high end xeons, 256GB RAM, Quadro4200 and Tesla K40c). I am not even seeing good CPU utilization hovering between 9 and 12% I tried to disable substepping and setting the Max Iterations Linear Solve to 128 but it barely has any effect. Is this normal behavior or can I assume something is wrong?? Thanks,
  18. Hi guys! I'm having problems with the Whitewater solver. My memory fills up and around 360 frames I crash. I've read the following article about it: https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=37350&sid=c91c1025b83c0c6f7780e546ec4248d1 But I don't think this applies to my scene. I've written out the entire .sim sequence from my DOP network (I needed all the collision data as well) so all the fields should be there. Just as a precaution I've loaded only the "surface" and "vel" fields via a dopfields import as my whitewater source. So that no irrelevant data is loaded into the whitewater sim. This seems to be working correctly. No matter how I cache the White-water solve though...my memory always seems to fill up rather quickly and eventually crashes my houdini. the scene is rather large though...but I'm writing directly to disk. Am I missing something? any comments or advice is, as always, greatly appreciated .
  19. riverbed

    riverbed riverbedA.bgeo.gz riverbedB.bgeo.gz riverbedC.bgeo.gz
  20. MIKKEL Houdini R&D Reel 2015 - Alot of work in progress, unfinished shots and tests, enjoy
  21. FLIP Output - Best way

    Hi guys... I've seen some FLIP tutorials and I see people don't use all the same way to export the simulations. I've noticed in H14 there is an output node with some options to export the .sim files but the majority of people I see they export the particles in SOPs to bgeos. What is the advantage of exporting bgeos and exporting sim... and what you think is the best way for a production pipeline. M.
  22. Simulation Cache

    Hey guys, where does Houdini save the simulation cache files? I'm pretty new to houdini so i'm not sure if it's the right question. What happened is that, yesterday, i've let houdini simulating something for almost an hour and, when i realiseded, it had only half of the sim done. By half i mean the second part. It looks like it have simulated some frames and, because of cache space, it began to delete the first frames to create the new ones. I think that it might be saving the cache files on my primary HD, which is pretty small, so maybe the solution for it would be change where those cache files are saved, in this case to my seconday HD? EDIT: In case you have the same doubt, here's a tutorial showing how to save your sims to disk. Thx, Alvaro
  23. Cone twist constraint freeze?

    I'm looking at alternative techniques for doing plastic deformation in Rbds. Is it possible to freeze the cone twist constraint to prevent it from springing back to the original position. As in the picture I want to sim the constrained Geo until it the cone twist reaches a defined angle and then freeze the constraint so that it doesn't return the geo to its original state. I'm presently trying to do this in a SOP solver but not having great results. Does anybody know of a way to achieve this? Cheers!
  24. Hi guys, I need to distribute a flip fluid sim on the farm, I have Royal Render on the farm but what's really matter for me now is make it works so, which one is the best way to sim it: ..HQueue or RR? And in any case, how can I do it, please? Thanks in advance
  25. Rbd or wire sim with 2d shape goal

    Hello everybody, I've been studying Houdini for quite a while now but still I find situations where I get terribly stuck. I need to produce a controlled simulation of a simple pearl bracelet which, after falling and landing on the ground, gets a precise 2d shape (a number for instance). I thought about creating a wire simulation and then copy spheres of the points after the sim, or make a rbd constraint of every pearl (which I realized I am not able). Yet, I don't understand how to drive the second part of the simulation, the one in which the bracelet moves to adapt to the 2d shape. I've worked with POP Attract or using a single point to advect RBD objects through a constant force but I feel these are far away from the solution. Could anyone help? An example scene would be much appreciated. Thanks a lot.