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Showing results for tags 'cluster'.
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Hey guys, I hope you are well, could you help me with something? I'm trying to create a fracture of an object with vellum grains, I'm using clusters to create the pieces that I want to break and a mask with mops to trigger the simulation, but I would like to increase the amount of cluster over the simulation time, is it possible with cluster attribute? for example, I would like it to break into large parts first, a few frames ahead, break smaller parts, and then smaller ones, and so on until it turns to dust Thanks a lot if anyone can give me some tips. I added a hipfile here thank you! clusters_v1.hiplc
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Hi guys, In a Vellum grain sim, I would like several chunks (clusters) to interact, but not stick to each other. As you can see in the image below they stick after the collision. How can I fix it? According to the documentation, there is an option in the Vellum Solver node called "Ignore Neighbors in Same Piece": https://www.sidefx.com/docs/houdini/nodes/dop/vellumsolver.html I tried to use this option, but it doesn't work. Thanks for helping. Vellum Grain_02.hip
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Hi there, I want share for free my HDA for combine and export the cache of fluid from cluster system and convert it in VDB. Download here It's a open HDA so you can edit it if you want, please let me know if you do/did it and let me know if you use it in production. It's free, but a little donation is grateful Have a nice day Matteo video demo https://youtu.be/dLj2CaWam7Q
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Hello guys, As you can see in the image below, in a bunch of points islands, I need these things, using VEX: 1) I want to apply random color to each point island (cluster). 2) I want to group each cluster’s (averaged) center points. I tried several ways without success . I would appreciate any ideas. Thanks for helping. Center_Of_Point_Clusters.hip
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I'm trying use seed attribute which is exported from pointvop to primitivewrangle and create cluster for my destruction please check the bellow file please help me out. cluster.hipnc
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I would like out to export out a Smoke Trail simulation as a VDB sequence so I can import it in a different package. Because the smoke is clustered I can't figure out how to export it out. It only seems to export out one cluster. Setting $CLUSTER in the Rop Output path doesn't do anything. I think that variable is used if you distribute the sim on different machines. I only have 1 machine. Redshift displays there are multiple density channels and the file size of each frame get larger even though the displayed cluster is empty on further frames. I'm using the Smoke Trail shelf preset as a starting point. Eventually I'd like to simulate a long smoke trail along a moving object. Unfortunately I couldn't find any information about this. I'm using Houdini Indie. Thank you for your time.
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How would one go about clustering pieces of cloth together after using the Edge Fracture SOP to cut the cloth geometry apart? Is there a method similar to how the RBD Cluster SOP works? After using the Edge Fracture, I get lots of individual triangular sections of cloth, which look ok but would be nicer if I could cluster a bunch of them together to create more irregular patterns of cloth. What would be a useful method to create this? Any ideas would be greatly appreciated. I'm currently at work, but will post any ideas I come up with later in the day.
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Hello everyone, so I am doing multiple RBD fractures with the MaterialFracture SOP in H17.5, and I am encountering an issue when putting together different objects: some that have the cluster attribute that has been created by the SOP, and others that havent. Essentially, in the simulation I have multiple objects that are seen by the DOPNET as one single because they dont have any cluster - so they are all grouped in the same. Is there any way I can add an individual cluster value to each, so they act each one separately? Thank you very much! Razr
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Hello; I have two animated geometries in my scene as a vellum grain source. How can I separate them into two clusters, that each cluster follows it's target animated object? The main idea is to tear (cut) a geometry precisely into two-pieces, by animating each piece (something like cutting a croissant or a bread...). Thanks for helping. Glue_04.hip
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Hi; As you can see in the image below, I scattered clusters of some points. How can I find the center of each cluster( each colony.)? Thanks for helping. CenterOfEachColoni_01.hip
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Hi everyone, I've run into an issue and I'm looking for some help coming up with a work around. We've got a lot of effects that involve smoke trails from characters flying around and we've been using pyro clustering to make the trails. However there is one particular issue I just can't think of a solution to. The default cluster setup transfers the cluster number to a trailed collection of your source points and then finds the lowest source frame in each cluster in order to determine which frame each cluster container should be created on. This works fine normally, however if your trail loops back on itself or comes too close to where it was in world space at another point in the shot then the cluster gets confused as to which container should be used resulting in gaps in your trail. I've been trying to come up with a way to fix this procedurally but keep hitting dead ends. has anyone run into this issue before? Short of trying to convince animators to never have the characters loop back like this does anyone have any ideas on how to circumvent this problem? Thanks in advance, -Brandon
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This method is a good solution to the correct inheritance of rotation and velocity of multiple fluid container.if you like it,please click like,.谢谢大 家。 smoke trail.hipnc smoke_trail.mov
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Hey there, Having a little bit of Arnold trouble, I'm a little inexperienced rendering limitations and instancing with Arnold. Trying to load in instanced vdb's via an instancer obj node, using per point instancefile. But they're not renderable.. I did same with instance sop, but they weren't renderable, until I unpacked them -- which I believe defeats my purpose. Just trying to instance a volume , and offset time for variation. --- probably limitation with packed prims with Arnold but it'll work if I directly Instance Object my Arnold Volume obj node (where I lose offset control, per point). So a little confused. htoa 3.03 atm perhaps I could update because I've been told recently packed prims were further supported. Houdini Indie, so no access to .ass files. If I @instancefile (instance sop), I get access to the frame variable. but I have to unpack. If I @instancefile (instance obj), within an instanceobj, I get no render effect. If I @instancepath (instance obj), within an instanceobj, I can render, but have no access to the frame variables. Cheers, will play around with and give my solution if any.
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Hi guys. That is my first post =] I'm trying to create a cluster pyro, but I don't know why it's colliding with the boundary instead of continuing going forward to the next cluster The bounds are opened, the clusters are continuous been created as I expected, but the pyro are not doing what it should be doing.. lol I've created the cluster from scratch. But I already tried to use the setup from the shelf tool and it didn't work as well... I really don't know what to do anymore. It would be awesome if someone could help me Thanks!!!!! Cheers I sending the hip file so u can take a look RBD_Explosion_v1_t3.hipnc
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I'm having some trouble making my clustered pyro sim have collisions. It's a custom setup where I make a couple of containers with instancing at start frame and I've made a small change in the Gas Resize Fluid Dynamic DOP to resize each container separately based on $OBJID. The problem is that when I add collision objects, my density just doesn't show up or source anymore. When I use the shelf tool to make a static or deforming collision object, I don't get any smoke. Or I get it in weird places where the containers overlap. And when I use a Source Volume node set to Collision, all I get is what appears to be the Source field, but there is no density coming from it. When I disable the Source Volume node, density is sourcing and moving normally again. I've tested it in small scenes with basic geometry where I use shelf tools to setup the clustering and collision and then it seems to work. With the Source Volume node gives me the same issue, except when there's just 1 container (so no clusters). Then it works just fine. Since the shelf tool works, my guess is that I have to set some setting somewhere so that it works with instancing. I've been comparing the working test scene with my scene, but I haven't found anything yet. I'm afraid I won't see what I need to change even if it's under my nose. I've added the .hip file, but beware as it makes quite a bit of geo. So expect some loading time when you go in the SURFACE node. Thanks for any help! Eckhart TerrainDemat.v013.hip
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Hello, could someone explain to me what this parameter does exactly? What is being sampled for tolerance?
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Link to tutoial -> https://gum.co/imSYS In this comprehensive stand alone tutorial we will go over how to set up scene-scale clustered pyro simulations and blend them together post-simulation to make it appear as if it is one large simulation. This process will lower simulation time, allow for higher resolutions, and be more efficient when saving to disk because there are fewer voxels. This process will also optimize large scale pyro scenes, so that simulations are only calculated where absolutely necessary and blend them together so that it appears as if it is the same volume. This tutorial comes with all digital assets, a documented and fully set up file as well as a starter file for following the tutorials along the same as I work through them. An intermediate tutorial for those looking to speed up their pyro workflow, learn some VEX and create massive sims. Includes a documented scene file and all digital assets! Hope to see everyone leveraging these optimizations in the future to create massive simulations and squeeze in those extra few iterations before deadlines! You can reach me at trzankofx@gmail.com for questions or comments.
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Hi, i'm working on an explosion scene with pyro that existing from pop trails. but when i simulating my pyro, the area of sim is going bigger so much and killing me. i think there is a way like on that video is there any way to make multi containers like clustering my rbd explosion as like that for speed up sim? i attached the hip file that i found on web and learning from it. Rbd_Explosion_With_Smoke.hip
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Hi Friends, I need your help!! I'm playing with DOP, trying to understand it and feel comfortable working with data.. I come across one issue that I have trouble with.. Is there a way to create cluster grid inside dop? The problem is that I need to timeshift whole range to get initial data for clusters.. Here is the hip file, you can take a look.. I would appreciate some extra feedback about the way I approached with this setup.. I'm I doing something wrong? Thank you!! Regards, M in_dop_clustering_help.hipnc
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Hi, How do you use "Cluster node" to work on a simple Voronoi fracture. I know there is a cluster tab inside vornoi fracture node. but i was playing around new things and i found the node "Cluster". and when i apply the cluster node after assembling a simple voronoi fracture . I could see in geometry spreadsheet the cluster attribute has been created . but when i do the simulation. it behave same has how voronoi fracture looked. how do i make them clustered. Little help would be appreciated.
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Hello! I'm a total Houdini newbie, so if the answer to this obvious, I'm sorry! I'm trying to make a tire that follows a path using clustering, so I thought the easiest way to do this would be to change the sources given with the sky trail shelf tool and allow the simulation to combust. This mostly works, except one cluster randomly minimizes as soon as it is required in the middle of the path (after the third box appears). This does not happen while the simulation is just smoke with no fire. Any ideas what could be going wrong? plane_smoke_prototype4.hipnc
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In this tutorial we will go over how to set up optimized pyro clustering with oriented DOP containers in Houdini given a piece of geometry moving through a scene. This process will lower simulation time and be more efficient when saving to disk because there are fewer voxels. Link to Tutorial -> https://gum.co/TqUNR We first go over how to get things set up quick and easy and in the second half of the tutorial we make further optimizations using VEX. We'll look at how to rewrite cluster points to do exactly what we need it to, which includes rewriting the resample sop using VEX. An intermediate tutorial for those looking to speed up their pyro workflow and learn some VEX. Includes the scene file! Hope to see everyone leveraging these optimizations in the future and squeezing in those extra few iterations before deadline! You can reach me at trzankofx@gmail.com for questions or comments.
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Hi all, I have a big pyro simulation where I am clustering the simulation with multiple bounding boxes. The problem I have is that each primitive bounding box has its own density, vel , temperature fields separate. Here is a screenshot of how that looks: Is there a way to combine all those volumes and create one field for each?? Thank you in advance!
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New quick tutorial explaining basics of Houidni clusterin for Pyro and creating flare effects. https://cmivfx.com/houdini-pyro-and-cluster-simulations
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hi! I'm facing some kind of issue: I would like to fracture a geo, then create clusters from the voronoi pieces, then be able to break those cluster based on the strenght of their glue attribute. So far I only get this kind of result: A glue strenght of -1 should give me infinite strength right? so why are my pieces breaking appart inside the same cluster ? What am I missing ?? here's a simple hip if you'd like to correct me. Cheers ! voronoi_clusters.hipnc