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Found 324 results

  1. I was trying to make a river to learn how to use FLIP Fluids and Houdini in general. I came across a tutorial and followed up, but when I tried to apply that tutorial to the geometry i wanted to it didn't work the same i look more like an ocean or a lake. Also here is when i realized that the tutorial only works correctly on a straight path along the X Axis. When tried to do it in other direction the sim still goes in the X Axis instead the intended direction. Can somebody give me a hint or some help on how to correct this? Or maybe an idea on how I can do this? Thanks in advanced. River.hipnc river.mp4
  2. Houdini RDB Simulation Setup

    Hi Odforce members, I have a fairly simple (I hope) Houdini simulation project setup I need tackling by an experienced Houdini artist/TD. This is a paid project at US/UK rates. I'm an experienced 3D animator but a novice Houdini user and I need to outsource this part of a project I'm working on due the fairly unique use case (at least to me) of the simulation setup I need for this particular project. Essentially, I need a .hip network that spawns pre-fractured RBDs, that break into fractured pieces only when contacting specific animated geometry i.e. a grinding screen, high rpm pulverizer etc The deliverable would be a houdini indie .hip file I can plug 2 alembic sequences into. One for the passive bodies / sim container. The other for the active bodies that will shatter the spawned RBDs on contact. Ideally I could also set a starting velocity for the RBDs, other than default gravity, but that would be an extension goal. As far as I can tell, such setups are possible to achieve and I have been able to find and modify the example .hip attached to this message. I'm looking for basically the same behavior you see when the particles hit the ground plane in the .hip file. The particles don't shatter when they collide with each other, but they do when they hit the ground. As understand it, it's setup in this file so each spawned particle is a pre-fractured RBD sphere, with some kind of glue force holding the pieces together until another object in the sim impacts the particle at a velocity high enough to cause the glue forces to break. Ideally I'm looking for the glue forces to break only when contacting specific geometry. However if this is technically un-achievable (please feel free to advise), I'd need a global attribute / input clearly shown in the top level node graph that would allow me to control the velocity setting / threshold to trigger the shattering. The pre-fractured RBD should be no more than 8 total objects, to keep the sim time as low as possible. I'm also not looking for you to run the sim as I'll need to tweak the settings as needed. If you think this is something you'd be able to tackle, please send a quote to adam@renderkick.co.uk If you are able to send me a screen capture of the working setup before payment is made that would be preferred (don't worry you can keep your node graph hidden! I'm not looking to rip anyone off!). I'm working to a pretty tight deadline, so I'd need the files delivering no later than Thursday 14th March. Hope to hear back from some of you soon. Thanks Adam fracture_test_v3.hipnc
  3. Gas Linear Combination

    I created a gaslinearcombination node and set the Destination field as vel, and in the combine operation I set to multiply source1: friction and source2: vel. friction is a custom scalar field created by me, with a 3D noise. The gaslinearcombination doesn't work as expected. On the other hand, a simple gasfieldwrangle with the following vex code: " v@vel *= f@friction; " does the trick. Why isn't the gaslinearcombination working?
  4. Keyframed Grains

    Hello! I'm a new user of Houdini and I'm trying to do a stuff like this (https://gfycat.com/aptdishonestcow), using a fbx animated character. Im using grains (granular solid) to do the simulation, but i don't know how to start the simulation only at the desired point (The character start running and falls on the ground. I want to enable just when he falls) Someone can help me to do this step by step?
  5. Hi, I am doing a smoke sim. The sim is too large and so I can't simulate the entire sim in one go. I had checked the checkpoint option and gave a valid path to save the checkpoints files then simed half of the simulation and had closed houdini. I want to sim the rest of the simulation but where do I put the .sim files that are generated by the checkpoint so that the sim runs from a certain frame and not from frame 1 all over again?
  6. Hey, all I have a basic voronoi fracture sim, so then I have add derbis and after that billowy smoke... all works fine I can see the smoke from the debris in the viewport, but I CAN'T see the smoke in my render view? what I make wrong??? Problem render smoke as debris.hipnc
  7. How do I apply noises etc using the gas field vop in an explosion? Seem to be getting weird results when just applying an anti alias flow noise.
  8. Organic cell growth Inside

    Hey there, I Have a setup going that I followed from the Entagma Patreon page. It's a cell growth system based on VDB's. and VDB analysis. I got it working so it's colliding with an object outwards. But what if I want a pighead for example and place the cells inside? Basically, how do I invert this setup so the cells grow inside an object and collide? I think I'm overthinking this one and I need some help here. Cheers! BubblePush_v3_odforce1.hip
  9. FLIP unstable border particles

    I am trying to get a calm puddle, and I have managed to achieve that in most of the fluid. Still, I can't get rid of this moving particles at the boundaries.... I've tried deleting them, but new ones will start moving until they get there... puddle_02.mov
  10. Magnetic iron filings

    Hi, has anyone tried to setup a magnetic iron filings simulation to get something like this: I'm still in brainstorming mode, so any ideas are welcome. Thanks
  11. Distributed pyrofx simulation

    Hi magicians I am new there and need help about distributed simulation pyrofx (huge size tornado) i want to simulate by deadline on farm, how it is possible ?? or is there any other way for this?
  12. Contract A Rope (Vellum)

    Hey guys! I want to create a simulation similar to this one, where the ropes contract and interact with a softbody: I'm well aware that he used c4d for his simulations but I would like to replicate it in Houdini, probably with the new vellum tools. But I can't seem to find a way to contract a vellum cloth sim, animating the rest length from 1 to 0 doesn't do the trick. Any hints on how to achieve a result like that? I'm open to other solutions as well if vellum isn't the right choice for a sim like that.
  13. Houdini Pyro OpenCL Error

    Getting an error when trying to run a pyro sim with openCL: "gasturbulence1: Error: compute_turbulence_cl: Error: smokeobject1 - /obj/geo1/dopnet1/pyrosolver1/gasturbulence1/compute_turbulence_cl: Fields must be matching for OpenCL " Any ideas?
  14. I am trying to recreate this effect, and I can't find any info on how this techniques were implemented… Any help ? Thanks, Diogo
  15. How are you managing your caches? If I have 4-5 sims that builds on top of each other, all of them has a cache, and I change something in the first sim, I need to go and re-cache all the other caches (That maybe are located different places in my network). Are there a way to manage this "chain" of caches, so it's possible to have a better overview of all caches in the sim, and be able to quickly re-cache the sims that need it? What is a good workflow for this?
  16. Hello fellow artists! Example: I have a packed geo, like whale body (in some reason I must leave it packed) also have multiple harpoons (I'm doing simple particle sim and copying harpoon geo on it afterward). Now I'm looking a way how to make harpoons stick to whale's body after collision. It have to follow body movement (It's animated, of course). I guess it somehow has to inherit position, N etc. Not sure even about general workflow. Current step: I'm calculating intersects and can get intersect positions, but what should I do next? Any ideas would be apreciated!
  17. Learn Houdini through Video Tutorials

    Hey, everyone ! I know some of you are having hard times looking for a good Houdini tutorials? Found a really cool website with video tutorials. I like the author of the tutorial, he explains everything very clear. Just in case someone will need video tutorials , here’s the link to check full list of his tutorials: https://www.cgcircuit.com/instructor/tyler.bay Hope it helps! Best, Chris
  18. Fluid Drop Simulation issue

    Hey guys! I'm working on a project using fluid to simulate a drop (something like oil drop) falling and colliding with an object. The thing is that the client ask me if I can separate the drop when colliding with the object in another smaller drop and I don't know how can achieve that, I'm looking for something like have different density in the same fluid object or select some particles inside that can be affected for another force but the fluid is fluid, not particles so I'm lost in that! BTW this is the sim (the second part is the fluid). Cheers! gota v1.mov
  19. How Does Vellum Physical Parameters Works ?

    Hi everyone, I'm trying to simulate paper using vellum and I can't get the friction and drag right. I kind of got the result I wanted, though I still don't understand those values. By "those values", I mean static and dynamic friction and normal and tangent drag. I'm a really visual person and there's no example or graph that show's how this works on the Houdini documentation, so I thought that maybe one of you would be able to explain it to me ? Thank you.
  20. Hi, I'm quite new to Houdini so, I'm probably doing something really wrong. When ever I go into my Dop network for my sim everything freezes up and it takes several minutes for any change to update, it's nearly impossible to work with. I've attached my scene File Thanks a lot Josh ImageBased_Destruction_Cobble_Test_002 .hipnc
  21. RBD Objects Overlapping

    Hello every one, I am using an rbdobject node (not packed) to simulate some RBD interactions between various objects. To duplicate the various unpacked objects, I am using the "Number of Objects" parameter, and a $F expression in the creation frame to multiply them, all within the rbdobject node. Then I added some variance in the positions of the copies by using the $OBJID variable. The problem is that I have some overlapping copies... Is there any way to remove the overlapping copies ? I haven't wrapped my head around accessing rbd unpacked objects within DOPs... Thanks
  22. Hey OdForce! Lately I've been doing weekly quick-tips that I'd like to share with you all. Be sure to follow me on youtube & vimeo for new videos. Also, keep an eye out for my new course - Houdini For the Artist - Modeling I which I'll be finishing up shortly. Cheers,
  23. Character FX TDs - Trixter

    TRIXTER Munich is currently looking to hire experienced Character FX TDs. Booking time: From As soon As Possible. Duration of the contract will depend on the project. Location: Munich Description: Under the supervision of the CG Supervisor, the Creature FX TD is responsible for providing a wide variety of dynamic simulations and rigs for photo-realistic creatures; including clothing, fur, hair, muscle and skin. Responsibilities: · Creation of fur, feathers and grooming for photo-realistic creatures · Develop simulation setups for photo-realistic creatures; including clothing, fur, hair, muscle and skin. · Involvement in the development of departmental tools and techniques · Regularly communicating with Production and Leads regarding schedules and deadlines · To be able to work with the visual effects supervisor, and the lead CG artist to determine the best creative approaches and techniques for all the different steps in a 3D production pipeline. · Be able to deliver work within established project targets and the high quality standards of the company. Requirements: · Minimum 5 years of experience in a CFX/FX role in a VFX studio · Previous experience on CG creature projects · Excellent knowledge of Maya · Excellent knowledge of Houdini · Experience in the following dynamic simulation: cloth, hair/fur, feathers, skin and muscle · Programming experience with Python, PySide, PyQt, VEX · Programming experience with C++ for Maya and Houdini plug-ins, an asset · Knowledge of 3D-related mathematics, an asset · Experience in creating rig simulations · Rigging skills and experience · Self-driven, good communicator, and a great-team player · Excellent organizational and communication skills · Work ethic focused on the dynamism and collaboration · Ability to perform multiple tasks set priorities and problem solving · Good communication, organizational, time management and interpersonal skills. · English language skills If your experience matches above description we are looking forward to hearing from you! Please send your CV and demo reel by email to jobs@trixter.de.
  24. Retime Fluid Mesh

    Hey wizards, So I'm pretty stoked on the new retime sop but I'm having trouble getting it to work on meshes. In the attached image, flipSim_cache is 90frames and in the retime sop I'm trying to extend the length to 175frames. Problem is, I'm able to slow the animation down but it always end at frame 90 without finishing the original animation. If I turn the interpolation on, my mesh is all messed up. Any pointers would be very much appreciated. Thanks!
  25. Hello! So this weekend I cached a FEM simulation and it went swimmingly--sort of. Okay, I didn't do a .sim cache, but a .bgeo.sc cache. The problem is that the file node I have set up in the project to read the cache doesn't read what was written--it keeps recooking all the finite elements, even though it is not hooked up to anything except for the cache directory. (I even tried switching the file cache node I used to write it to "load from disk," and it still wants to recook everything. I pulled the cache into an empty file and it loads beautifully, so I know it actually cached fine. The next step in the project is to pull it in and use it to deform the original hi-res geo. How can I tell the project to stop cooking and just read what it wrote? Thanks for any help, as always-- **Addendum** - creating a whole fresh new file read node worked fine. I guess at some point Houdini nodes get tired and forget where they are? At any rate, I would love to know what I clicked that made it so forgetful, so I know how to fix it when I screw up again. **Addendum to the Addendum** - the new file node worked fine, until I went out of that subnet and back in, and then it started doing the cooking again. So, still not fixed, and the file nodes are still forgetting themselves.
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