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Found 366 results

  1. Hi everyone ! I was wondering if it was possible, on a geometry deformed (by a point deform SOP) to simulate only parts of the geometry that were masked with vellum ? (if needed, I uploaded a scene with the mask I want to simulate). Thanks a lot for the answers ! Vellum_on_mask.hipnc
  2. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  3. object vs data in DOP network

    are there any good resources to explain these two subject? object - data what are they exactly and what they do inside DOP network? any pages of documentation or any piece of information you give me is acceptable
  4. Ripple solver issue

    Hello ppl. I'm trying to figure out an issue with my simple ripple solver setup. The grid over which i'm triggering ripples, seem to moving down the Y direction slowly throughout the simulation. What am i missing? Attached the scene. Thanks! Ripples.hipnc
  5. Hi guys, I am learning crowd simulation at the moment, which is suoer fun. With the premade Mocap Bipeds, all works fantastic. But when I create an agent out of an FBX from Mixamo, it gets super weird. When I try to set up everything for the ragdoll, the collision layer shows me that bones are missing. Why is that? Did you ever experience that? Also the question? To I always have to set up the joints from scratch? Is there no autmatic mode that kind of defines the moving angles? Thank you so much!! Patrick
  6. Filling water tank

    Hi everyone, I have an issue about filling a water tank - my question is: how I can fill a wave tank emitting particles before? My problem it's when I start the simulation with a water tank all works fine but when I try to fill the same box with a emitter the fluid can`t get the same water line with the same particles amount. Here some screenshots and the hipfile. Thanks! water_fill_001.hiplc
  7. Hi, I'm having some trouble getting the 'Vorticity' attribute to show up in my cached sim: I've already made sure to check the 'Keep Attributes' for the fluidcompress node with 'vorticity' previously also checked 'Transfer Attributes' with 'vorticity' Also tried recaching everything again, but it still doesn't show up. Will appreciate any help I can get, thanks!
  8. fun and play with particles

    having some fun with particles.... birth of a massive star. for my little #astrophysics exploration, i’ve created a star simulation using openCL in houdini. its based on nbody #physics model, only driven by #gravity. using #nvidia #quadro rtx 5000 #arnoldrender. the colours are not quite right, I am trying to integrate kelvin colour temperature. the current colour is based on density and speed. In this simulation, I assumed 48% amount of negative gravity to fill the mystery of dark matter. I used 1 million nbodies for the simulation. for the steps, I am planning to add finer particle streams to get more details. fast particle rendering with path tracer is hard !
  9. Few nodes won't work on OpenCL

    Hello, I am trying to work with OpenCL but as soon I enable them on few nodes, like the gas disturb, gas turbulence, it stops working. I just get a mushroom smoke effect. Does openCL not work on these fields? I have attached some screenshots. The first image is without OpenCL, the second one is with smoke disturb disabled and the third image is with openCL enabled on Smoke disturb.
  10. Hi guys, I've already an objects rigid body simulation in a file cache. But I forgot to transfer v and w attributes in the output part of the RBD Bullet solver, and I need them to render with a motion blur in Redshift... How can add a velocity to my objects after the file cache ? Because the simulation take hours and I try to don't recalculate it ! Can you help me please? Thanks in advance!
  11. updating vellum constraints dynamically

    Hey all! I was hoping to get some help figuring out a way to update the stiffness value of a vellum constraint geometry across the frames of its simulation. I can write an attribute wrangle like the one pictured and it will update the starting frame and the simulation bakes from there and plays as though the values werent changing at all, much less becoming negative. I tried dropping into the vellum solver and seeing if I could figure out anything in there but nothing seemed to work. Im still pretty new to houdini so I expect it to take some time but I was hoping to eventually take whats done in these two awesome videos and merge them into a project where a genetic algorithm produces tensegrities that update their stiffness over simulated time in order to deform in ways that cause them to (hopefully) roll towards a target. Hip file of the simplest version of the problem is attached in case it helps! Thanks for reading!!! VellumConstraintsHelp.hipnc
  12. Gas Disturb - Help

    Hello, I am really confused with Gas Disturb node. I tried reading the documentation and tried different values but I haven't seen much difference when I change the Threshold Range value. Can some please help me and explain what exactly the Threshold Range is doing? Thanks.
  13. Hi guys, I would like to know if there a better way to do this kind of powder stuff with a lot of detail (like the picture) than grain simulation because it's really heavy.. Thank you.
  14. I found that volunteers are making a Houdini18 version of GasUpRes. Sparse Pyro Upres, the easy way - part1 (Vimeo) Sparse Pyro Upres solver for H18+ [hipfile] (Vimeo) So, is it possible to make GasUpRes with minimal solve in Houdini 18.5 version as well as these? Thanks!
  15. hey all i'm sure this is a fairly simple one but i'm having a hard time with it :/ been at this for 6 hours today so i have a sim of a big wall exploding outward - it looks great but sadly i have a huge chunk of pieces that fly towards cam an i'll be damned if i can find a way around it - is there any force i can apply from the camera that can push them outwards instead of just heading towards the camera and through it? It would be awesome if i can art direct this a bit more! thanks Ant
  16. Hi, The problem is getting RBD Bullet pieces to floating properly: Icebreaker_fake_Buoyancy_Bullet_SpinningProblem.mp4 IceBreaker_Ship_PopForce_VexMask.mp4 im running into problem simulated flat sheets of ice being buoyant in a volume. I can get them to rise to the surface with PopFloatByVolume and also a fake popForce with vex using the pieces depth to mask the upward force. The problem is getting them to not spin around the packed bullet point per piece, and instead have proper per point of the mesh have force applied as per proper buoyancy would. So they lie flat once they get to the surface of the water volume! Struggling with the PopFloatByVolume spin settings, and PopSpinByVolume doesnt seem to play ball either. Im trying to go down the setPrimIntrinsic route, where i could blend slowly the rotation to be flatter as they get to near the surface, but im not hitting gold yet and would be great to know if theres a better route. any ideas or approaches would be amazingly appreciated. attached the hip file with where im at. IceBreaker_PopFloatVol_CustomVolumeInput_005.hiplc
  17. Hi! First post here. After months of lurking and picking up tips from other users topics I need more direct help. I'm quite new to Houdini and I hope you share some ideas. With given FBX meshes, I have to simulate a gate being rammed out from a wall. Chunks of portal around the gate are supposed to be pulled out with it, hit the ground and crumble into bricks while the rest collapses. Gate itself is animated with bones, not physics-driven. After many experiments, I couldn't achieve that two-step fracture (big pieces falling on impact and then crumbling). This is what I've already tried: 1. I've split all wall FBX into bricks using Voronoi fracture fed with array of points (four pieces total: the portal, left, right and top parts of the wall). 2. I've divided the portal into chunks by grouping fractured elements with separate glue constraints. 3. I've created set of constraints for each piece.). 4. I've constrained all parts of the portal to the animated gate. 5. I've imported gate and wall as RDB Packed Objects to a DOP and fed it to bullet solver. 6. I've set up constraints networks for each piece with SOP solvers connected. The idea was that the portal is connected to the gate by glue constraint with infinite strength (-1) and pulled that way out of the wall. After few frames the constraint is severed by deleting lines in SOP solver. Constraints for individual chunks remain until they are broken by impact with ground. Meanwhile the result is that: when portal-gate constraint is removed while the portal is still in the wall, it's being abruptly shot upward. It looks like the animation (which I can't alter) forces meshes to overlap, so they pop when it loses control over them. When the constraint is removed few frames later when the portal doesn't collide with anything, it gains such high acceleration already, that bricks spray all around as if it has been an explosion. I suspect that my pipeline my be noobish, but I couldn't find any resources on similar cases. Unfortunately I can't share screenshots nor files as they are part of a commission. I'll appreciate your help.
  18. Hello, I am a student who was asked to research how to simultate reinforced concrete destruction in houdini. But since I am completly new to houdini, I thought it would be wise to ask some people who have a lot more experience then me how I would go about to solve this issue. I don't need the complete solution or files but just some quidelines/tips how to tackle this problem since I need to find the complete solution myself. (I don't want to steal someones work) My endgoal is to create a simple model of the concrete and steal bars seperate in Max and do a simulation with a bal hitting it at high velocity in houdini. (but for now I want to try some setups on just primitive objects) And the deadline is in a couple of weeks. I am currently looking and following some tutorials about, for example, bending metal and I also saw some examples of mimicking an explosion force using the magnetforce node with a negative value. If there are some veterans who have some advice/guidelines on how to start with this problem, all help is appreciated! Thanks in advance!
  19. Hello, I am a student who was asked to research how to simultate reinforced concrete destruction in houdini. But since I am completly new to houdini, I thought it would be wise to ask some people who have a lot more experience then me how I would go about to solve this issue. I don't need the complete solution or files but just some quidelines/tips how to tackle this problem since I need to find the complete solution myself. (I don't want to steal someones work) My endgoal is to create a simple model of the concrete and steal bars seperate in Max and do a simulation with a bal hitting it at high velocity in houdini. (but for now I want to try some setups on just primitive objects) And the deadline is in a couple of weeks. I am currently looking and following some tutorials about, for example, bending metal and I also saw some examples of mimicking an explosion force using the magnetforce node with a negative value. If there are some veterans who have some advice/guidelines on how to start with this problem, all help is appreciated! Thanks in advance!
  20. Hi! I'm actually trying to get trough the tutorial series of Houdini "Destruction FX", and I need to use the Minimal OpenCl Solve for a Pyro Sim. But as soon as I turn it on, my console pops up with tons of errors showing up! I couldn't find something talking abt it on the internet as it is a pretty new feature, so if anyone knows how I could solve that it would be perfect. Here is the massive error message: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:31: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:22:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[0] = floor(xyz->mVec[0]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:23:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[1] = floor(xyz->mVec[1]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:24:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[2] = floor(xyz->mVec[2]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:23: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:36: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:115:46: note: expanded from macro 'CREATE_LERPSIMPLE' #define CREATE_LERPSIMPLE(VALUETYPE, SUFFIX) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:234:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:236:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec += 1.0; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:238:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ error: front end compiler failed build.clBuildProgram (-11) OpenCL Exception: In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:30: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:84:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:85:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mInvMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:86:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVecD[3]; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:87:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mTaperD; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:221:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mBBox[6]; // 48B. floating-point bounds of active values in WORLD SPACE ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:222:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVoxelSize[3]; // 24B. size of a voxel in world units ^ In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:31: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:22:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[0] = floor(xyz->mVec[0]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:23:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[1] = floor(xyz->mVec[1]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:24:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[2] = floor(xyz->mVec[2]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:23: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:36: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:115:46: note: expanded from macro 'CREATE_LERPSIMPLE' #define CREATE_LERPSIMPLE(VALUETYPE, SUFFIX) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:234:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:236:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec += 1.0; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:238:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ error: front end compiler failed build.clBuildProgram (-11) OpenCL Exception: In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:30: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:84:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:85:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mInvMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:86:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVecD[3]; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:87:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mTaperD; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:221:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mBBox[6]; // 48B. floating-point bounds of active values in WORLD SPACE ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:222:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVoxelSize[3]; // 24B. size of a voxel in world units ^ In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:31: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:22:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[0] = floor(xyz->mVec[0]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:23:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[1] = floor(xyz->mVec[1]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:24:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[2] = floor(xyz->mVec[2]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:23: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:36: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:115:46: note: expanded from macro 'CREATE_LERPSIMPLE' #define CREATE_LERPSIMPLE(VALUETYPE, SUFFIX) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:234:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:236:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec += 1.0; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:238:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ :103:19: warning: double precision constant requires cl_khr_fp64, casting to single precision if (s_speed < V_EPSILON && t_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :103:42: warning: double precision constant requires cl_khr_fp64, casting to single precision if (s_speed < V_EPSILON && t_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :106:24: warning: double precision constant requires cl_khr_fp64, casting to single precision else if (s_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :108:24: warning: double precision constant requires cl_khr_fp64, casting to single precision else if (t_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :118:22: warning: double precision constant requires cl_khr_fp64, casting to single precision if (dp > 1 - A_EPSILON) ^ :91:19: note: expanded from macro 'A_EPSILON' #define A_EPSILON 1e-5 ^ :124:22: warning: double precision constant requires cl_khr_fp64, casting to single precision if (dp < A_EPSILON - 1) ^ :91:19: note: expanded from macro 'A_EPSILON' #define A_EPSILON 1e-5 ^ error: front end compiler failed build.clBuildProgram (-11)
  21. SpaceX F9R explosion

    Hello everyone! This is my first explosion. I tried to replicate the explosion of the R9F. Any feedback is welcome! Thank you!
  22. Hi everyone Im trying to get vellum dop system to emitt particles only between certain frames (Please see attached picture) Is there any ways of controlling vellum dop so that it triggers the simulation only at specific frames? something like $SF>11 & $SF<16 that one can use in the POP source's impluse activation? At the moment it seems to only accept one rule of emitting at a particular frame and it does not stop emitting I tried setting the emission type to continuous but that doesnt work either Thank you
  23. I have a vellum sim with many failed self-collisions that I'm sure how to resolve. They are marked in red in the attached video. The resulting sim has the general behavior I was looking for, but with some ugly artifacts. I want the ball to squish as it pushes through the opening and pop back into place on the way out. That works like I hoped, but the ball shape ends up with dimples, presumably because of the self-collision issue. The HIP is attached, and you can download the cache files as a zip or 7z. Any advice for debugging this? Thanks in advance! vellum_self_collision.mp4 skin_tear.hiplc
  24. Hello. I'm working on fluid sim which pushes RBD objects. RBD object's interaction(without Fluid) seems fine in Bullet and RBD solver, but when I came to make flipfluid to push RBD objects(not packed) forward, it seems not working. I tried days for fixing the problem, but I cannot find a solution for this... Am I missing something here? Here is the result movie and .hip file(H18.0) of my basic setup. Seasaw_RBD_x_FLIP_interaction.hip Seasaw_RBD_x_FLIP_interaction.mp4 Any helps, kindly suggestions are welcome! Cheers, koba
  25. Flip extruded borders

    Hi, I have a problem with a flip simulation. I'm trying to do a big splash but when I convert the particles to surface, it creates these strange lines or extruded polygons on the border of the box simulation. Someone knows what is happening? I've tried to modify various parameters in the particlefluidsurface node but this only change the place or the shape of this weird polygons. Thank you very much for the help. PD: I can't make bigger the box cause I'm limited by a real camera shot.
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