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Found 12 results

  1. Scale Pile of RBD Objects Over time

    Hello All, I'm looking to create a pile of RBD objects that are emitted and scale over time. I was able to get relatively close by watching a few tutorials and finding a thread on here where a similar question was asked. However I don't have a lot of experience with dynamics and I'm having trouble dialing in the effect. Attached is a my project file. My specific questions are: 1. I'd like the RBD objects to start very small and then ease out to a specific scale. Is this possible with Vex? 2. As they get bigger they get pretty unstable in my file. Which settings are causing them wiggle and explode? Thanks! RBD_Emitter_02.hiplc
  2. cache out RBDs as separate sims

    hey all! I have a rbd sim made of several rbd packed objects, and now I'd like to cache it out but export each rbd packed object as a single alembic file, ideally I'd like to cache the entire sim for review and secondary simulations (smoke and debris) and then separate the cached version by those packed objects and create different alembics...any idea on how to do that? I'm looking into dop import to mask the packed object I want, but I'm missing the step of caching the entire sim first... cheers!
  3. Hi, It seems that generally when animating objects in scene/object level, you are only able to animate variables globally. I have a scene with a spinning propeller, and this spinning propeller needs to rotate around its own axis, while being placed in a certain spot in the scene. How is this achieved? All transforms in the scene are global space, so if you need to rotate the object 30 degrees on the X axis, the Y axis will not follow the local transforms and the propeller will spin sideways in circles. Followup question: I briefly had a teacher from Lost Boys school of VFX and he showed me how to properly load animation data into a dopnet. Unfortunately I was just starting out with Houdini as he showed me, so I did not catch the method. I gathered that this should not be done in sop-level ('Use deforming geometry'), and rather with motion / 'RBD keyframe active' operators in the dopnet -- how do I load in my animation data, so the velocities are correct with proper interpolation? Thank you,
  4. Hi, I am currently creating a simulation with flip fluids that are affected by a vortex force. I need the velocity/lift attributes to be animated independently throughout the simulation, though no matter how I set the settings for either the sop geometry, or vortex force operator, the values will not change throughout the simulation. What is the proper method for animating these attributes for use in dops? Thank you,
  5. Hi, I've some question about the dopNet, and the memory performance: I currently query the memory used in the simulation in this way def memConsumed(): try: sim = hou.node("../.").simulation() return "%s" %(str(hou.DopSimulation.memoryUsage(sim)*0.000001)) except: return "NONE" sys.stderr.write("\nMEM CONSUMED : %s MB" %(memConsumed())) A) Is working but the memory usage is quite different off from the memoryGrowth on the performance profile, is this last on reliable for the dopNet? I'm looking some method to go more in deep, I saw every object have record of the memusage, but unfortunately this one is not the sum of every child dependency in the network, example: memmoryUsage(x) = 10000000000 SIM_Objcet > 100 SIM_SolverMulti > 150 SIM_SolverSop(01) > 75 GAS_SubStep > 5000 ... > 30 ... > 999999 SIM_SolverSop(02) > 350 It may have sense to check the "self memory consumed", but in a debug prospective this is not really efficient IMHO Is there anyway to have the memusage as a sum of the relative child? C) are there any record field to describe if any gas solver is multi thread or not? right now the only way that I've is tun a profile and check rolling over for each micro-solver. D) any way to read the time usage for each node? (without dealing with the infoTree, I was expecting sidefx putting a field in the basic record for that like memusage ) E) there is anyway to append the profile file .hperf frame by frame? right now I'm saving a profile by stubstep so far this is my output SIM TIME : 14.25 Frame MEM CONSUMED : 43.389147 MB TIME CONSUMED: 0:00:02.204154 s POINTS : 508702 --- SIMULATION DATA --- Object: staticobject1 |_ MEM USAGE : 0.000361 MB |_ DATA TYPE : SIM_Object Object: HELLO |_ MEM USAGE : 0.000561 MB |_ DATA TYPE : SIM_Object |_ surface FIELD: | |_ DIV SIZE : 0.01 | |_ VOXEL COUNT : 198476 | |_ SIZE : [0.58, 0.59, 0.58] | |_ SLICE : 0 | |_ MEM CONSUMED : 0.772624 MB |_ vel FIELD: | |_ MEM CONSUMED : 0.722936 MB |_ pressure FIELD: | |_ MEM CONSUMED : 0.003616 MB |_ collision FIELD: | |_ MEM CONSUMED : 0.003616 MB |_ collisionvel FIELD: | |_ MEM CONSUMED : 0.007688 MB |_ source FIELD: | |_ MEM CONSUMED : 0.0036 MB |_ viscosity FIELD: | |_ MEM CONSUMED : 0.0036 MB |_ stickvel FIELD: | |_ MEM CONSUMED : 0.007688 MB |_FORCES: |_ Gravity_gravity1 |_ MEM CONSUMED : 0.000584 MB ------------------------------------------------- Profiler stopped and archived Profiles saved: /xxxxx_20180904_10_51_19/14.25.hperf (note the field are a list of interested one) I still need to work to read the solver process and collect all the info to process a % print thanks, Simone.
  6. Hi, I have a simple particle setup here which has attribute wrangle providing velocity in the second input of my dopnet. How can I use that velocity in the second input to affect my particles or (RBD)? thanks in advance vel.hip
  7. POP force masking

    Hi everyone, I created few cubes and made each as a packed geometry. Now in Dop network, I am using rigid body solver for simulation, but as a force, I am using POP Force to drive them. But I need to select some cubes (packed objects) using bounding box and make them affected with POP FORCE. I used to do it with pop group, when using particles, but with rbd packed objects, it's not working. Please suggest a solution.
  8. Hi, I have a very simple DOP network with 2 static object colliders. (Houdini 16.5) In my scene, I'm instancing sphere on the particles from the DOP simulation. The spheres are instanced perfectly to the particles of the dynamic sim, but they are also wrongly getting instanced on each verts/points of my collider objects (the 2 staticobjects on the top left). My instancer node in the scene is set to "full point instancing" (in the point instancing option), which could be the problem, but that is the only option that instances the spheres to my partciles. Any tip would be greatly appreciated. Thanks
  9. Hi guys I have a question that is breaking my headoff. I have a simple set up, I have a ground to collide and is scattering points in the surface , based in the distance threshold of an animated geo, I created a group based in an attribute, also have the N and v set up. From this group I'm creating particles to simulate some kind of debri left behind of the falling "rock". The particles when are born they rotate until they hit the ground, but not when are falling or "sliding" in the surface of the ground. I have a POPGraings that give me this nice falling/sliding look. Any idea on how to get the particles rotate based on the friction or contact with the ground surface? Thanks for any idea you can give me
  10. Hey guys, got a very unusual question. I am suffering from a bad habit of using opinputpaths in my dopnet. But I only have 4 inputs to play with. Is there a way to increase those inputs to let's say 8? And also have different colour to those extra 4 inputs? I checked the edit parameter interface of the node but no luck. :/ Cheers, b
  11. Hi, i want to write my own DopNetwork but i don't know how i can create it or rather from which class i should derive my custom class. In Houdini my node is only available in an already existing DopNet when i derive my node from OBJ_DopNet.h (obj/dopnet1/myNode). But i want to create my own DopNet (obj/myDopNet). Can someone give me an advice? Thank you.
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