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Found 3 results

  1. Hi odforce people! Playing with the "solver" SOP, I was able to build some sort of dissolve effect (.hip file attached): geometry is converted to VDB each frame, I'm displacing the surface and boolean-intersecting the volume: This works great but now I'd like to output not only the shrinking volume but also the "delta" volume (the boolean difference between the resulting surface and the previous frame's surface) because I want to emit particles from it. Using a second "vdbcombine" node, I'm able to compute it but if I "merge" the volumes, they'll both be fed back into the solver loop and this creates infinite numbers of primitives after just a few frames. How can I prevent this from happening? Also, how can I split the results outside the "solver"? I tried adding group nodes and modifying the "name" attribute but can't get it running. Maybe solving the first issue will solve the second one. Any help would be greatly appreciated! Thanks, Hebi
  2. Object dissolve in water

    Hey all I am try to create the effect of a object dissolving in water. Basically the shot is of a cube of beef stock slowly dissolving in water. see attached ref I haven't started the project yet still in quoting process but I thought I would bounce some ideas around with some of the cool cats on Odforce. Off the bat I was thinking it maybe a case of using the new POPGrains to make up the stock cube and using Pyro to transfer velocities to the said Grains to break it up causing it to dissolve. Thought the grains might work nicely cause I like to get it to break up into clumps and the clumps to break up further as they move away. Anyone got some ideas for alternate ways of getting this effect? Thanks guys
  3. Hello, I am working on a project helping a friend where I have a fractured character/object (made of a cloth like material) that is basically disintegrating and blowing away using the spring SOP with help from a CMIVFX Tutorial The only issue is that I need the pieces to dissolve away to nothing as well. I figured the "foreach" node (with a transform node shrinking as time passes with $FF) would be the way to go, but I am still learning Houdini and VEX expressions, and despite any research, I have not been able to really understand how to get it to do what I want. The foreach node still kind of confuses me at the moment. How can I get each piece to shrink way over time to nothing? Thank you in advance for any help. Thanks, Dustin
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