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Found 138 results

  1. Compensate DOP Scale Time

    Hello, Is there a way to slow down DOP particle simulation without changing liquid behavior too drastically? I made a liquid simulation with popfluid it looks exactly like I need but I need to slow it down to make it look like it was shot on Phantom camera (think of one of those fancy table tops from Marmalade as a reference:). I use standard 24 FPS and Time Scale on DOP is 1 substeps = 1, time scales on popfluid and popsolver inside DOP are 1 as well substeps on popsolver 1, 2. So to slow everything down I tried to half Time Scale on DOP but liquid behavior changed completely, when I try to do the same with time scales on solvers inside same thing is happening. So the question is is it possible to preserve liquid motion after changing time scale? Maybe unlock solvers, dive inside and change something there? Thanks. PS. i know that retime is other option probably most obvious, but unfortunately it doesn't look the way I need especially with collisions.
  2. Flip Fuid Volume Loss

    Greetings, I'm doing a basic flip simulation where I fill a cup with liquid and then I rotate the cup to spill the liquid into another cup. Sounds super easy and basic, but after some time fine-tuning the collisions and the liquid I can say with certainty that my liquid volume is getting less and less like my particles are dying or sucked into the geometry. A searched a lot for a solution, like changing the Scale of the scene, or lowering the Grid-Scale ( CG Wiki ), or change the collisions but nothing really helps at all. thank you in regards
  3. Hi; In a DOP network like image below, how can I import point velocity attribute, into DOP net? Thanks for helping. DOP_Velocity.hip
  4. Hello fellow magicians, I'm trying to better understand gasequalizevolume DOP inside FLIP Fluids and so far I haven't found anything usefull outside of the Houdini documentation and example files. So I tried to create a simple example file to test it out. So far, I can't seem to create one of the necessary fields for gasequalizevolume to properly work, the goal field. I used a gasmatchfield DOP and imported a pre-created fog vdb with the name goal, and nothing happened. To debug I setup a multifieldvisualization DOP and set the density field to goal, but it doesn't display anything... If some one could have a look at the file and point what I'm doing wrong... Also, if you any information or tutorials on this subject I'd be very gratefull! Thank you Gas_Equalize_Volume_RnD.hip EDIT: The Gasequalizevolume was wired in the wrong input. It needs to be wired into the volume velocity. Still can't get the gasmatchfield to work though...
  5. Thin Sheet Fluid

    Hey everyone, so after my very long thread (https://forums.odforce.net/topic/44053-implement-kernel-maths-in-vex/) I finally found a solution. The setup works great at 0.05 res, you might have to dive inside the solver and change some parameters to get it work at other resolutions (especially to get the droplets). Here are some test : Emission threshold at 60 (depending on the situation, there might be some abusive expansion, like at the end on the rubber toy, but this seems impossible to fix when you want a full thin sheet) Stretch threshold at 0.75 / Surface Tension 0.5 Emission threshold at 15 / Stretch threshold at 1.25 / Surface Tension 1 Houdini default Flip with Surface Tension at 1 Crown test with 50 Emission threshold (problem with infinite expansion with liquid dropping from the collider) If someone has suggestion to improve it, feel free to tell me I'm still working on fixing the infinite expansion issue, but the emission threshold is doing great until 20-30 depending on the situation Cheers, thin_sheet_solver.hipnc
  6. please watch this video : https://vimeo.com/172598946
  7. DOP to POP

    Hi guys! Just looking for a little bit of help, to see if what I am trying to achieve is actually possible and if it is maybe someone could assist me in figuring it out! I have attached my file below, I am attempting to make a Volcano react. This is the reference I am trying to copy to the best of my limited abilities! https://www.youtube.com/watch?v=9Plj4b79cwg My question is in regards to the node named SIMULATION, ignore the first DOP for the first smoke. I am working on the out put from the lava, now everything looks horrible, but I am trying to get the set up to work so I can edit things all at the same time (Uni assignment, short time frame, was recommended to do it this way.) Anyways I have the 'Lava' moving kind of how I would like for now and I now want to take the movement of the lava and turn it into particles to put into a POP to create small particles/sparks. I am certain this could be done. But I cannot wrap my head around how to achieve it, I got it done for the secondary smoke from the lava plugging the output into a pyro, which I haven't edited yet so that reaction is a bit of a mess. But I want to figure this out before moving on! Any help or recommendations would be hugely helpful! Or even if you know of any tutorials that walk through this? As I haven't come across any.... Thanks! Assign07e2.hipnc
  8. Hey there, I have a simple vellum setup with a dop net creating an object every few frames. Im trying to make it do each object that is created then has random orient. Any suggestion of the best way to do this. Thanks
  9. While setting up vellum constraints, I used the preset: "configure balloon". It created both vellum constraints: cloth and pressure, with both nodes sharing the same "stretch" properties. After some testing, I realized that both "Stifness" and "Damping Ratio" could be set to 0 within the cloth constraint, as long as the pressure constraint had non-zero values on both parameters and things would be exactly the same. But on the other hand, if I tweaked the "Rest Length Scale" and "Compression Stiffness" parameters on the cloth constraint, this would have an impact. Why do some values on the cloth constraint are overriden by the pressure constraint (wich comes right after the cloth) and others aren't? Cheers, Diogo
  10. Hello fellow magicians, I was wondering if some one could check out my simple constraint setup and see why it is not working? I was adapting my setup based on a wire tutorial by Entagma, and I don't know why but I couldn't get my constraints working. Here is the .hip file. Cheers, Diogo wire_debug.hip
  11. Hi, I'm struggling with an issue I have at the moment where I have a boat that floats along an ocean surface which follows a curve. The idea is to have a path and an ocean I can evaluate and have a boat bob to the waves (I've done this part) and have a guided ocean simulation follow along with the boat. I've then taken the normal and the up vector and used trigonometry, one unit length circle and vex to create Y rotational data. Then by diving into the ocean source node and applying this to ocean evaluate and boundaries with out interfioring with the ocean spectrum I end up with a rectangular particle source that rotates with the boat allowing me to have a smaller source of particles (instead of a large square centred on the boat) that highlight the back and side of the water next to the boat. My problem from here is the flip fluid solver only takes the centre and size from the ocean source, held inside gas resize fluid dynamic nodes of the flip solver. This gives my fluid simulation an incorrect result. I'd like to be able to apply the rotational values to the flipsolver using position, object position, motion node or anything else that would work. However upon facing this problem I've realised my knowledge in dops is extremely lacking and I'm confronted with green and purple outputs of nodes that don't like working together. I have a feeling this is possible due gas resize nodes ability to rotate for clustering and other pyro Sims, I just have no idea how. Can post my hip when I'm back from work later today, if you have any questions please ask.
  12. Hi Guys, Very new to houdini so spare the studpidty, Ive set up multiple rocks in sops using the copy to points node. I wish to then perform a rigid body simulation on these rocks so that they collide with both the ground plane and each other. However, the effect im achieving is the group of rocks falling and interacting with the ground plane as a single large grouped entity. This is despite me setting the bullet collision data as concave and not concave. Thanks in advance all! Procedural Rocks.hip
  13. Dear all, The plot : -> Am currently simulating a simple shatter with rbdPacked prims + Constraints Glue + a gorund plane, all into a DOP. (nothing Awesome till here). The Questions : -> But, strangely, the little rbds continue to vibrate once fallen on the ground. It looks like continuous vibrating tiny giggly wiggly inter-collisions. Did any body ever had this ? Would it be possible, i've to FORCE STOP them using a desactivating VEX snippet in a DOP/geomety wrangle node ? If anybody had this one time, let me know, please. You will be welcome and it will be pleasure to discuss that point you. Thank you all a lot, cheers.
  14. Keep uv on deformed mesh by points

    Hello ! I hope that you all are ok ! I have a problem that I do not understand ! I made a point simulation from a geometry so that it deforms with an elastic effect. I want the final result to keep the uv's basic geometry. I have the VDB, it does not work well. The deform point works almost perfectly, indeed after a certain moment of the simulation, it pushes certain point anyhow and the geometry is badly deformed. I would like to know how to properly adjust the deform point, or another technique to perfectly keep uv if needed ! Thank you ! at_vellum_sticky_uv_OD.hiplc
  15. Drop of water simulation flip

    Hi!! I'm trying to Drop of water Fx ・Reference movie https://vimeo.com/14054601 https://forums.odforce.net/topic/30773-water-drop-splash/?tab=comments#comment-171664 The conditions I want to do 1.Water droplets are small like sweat 2.I want to make a series of fall and bounce 3.I want to shape like a crown The data I was making is this, but bounce does not work well can you help someone drop_190419.hipnc
  16. SOP Solver and DOP import help

    Hello all! I have a question concerning SOP Solvers in an Auto DOP Network. Im using SOP Solvers and switches to activate fracture geometry at certain times. I am trying to activate a second RBD object in the scene. Inside my SOP solver how do I specify which object the DOP import node fetches from the network? My_Scene.hipnc
  17. Glue bullet

    Hello good people! Freshly new in Houdini and I am trying to tackle the basics here. I am trying to break apart a box using voronoi fracture (works) and the add a glue constraint relationship in the dop network (I have failed here utterly). I have spent about two days trying out just about everything I can find or think of and to no avail. I am using an attribute wrangle to add a constraint name to the connected pieces. My constraint network however tells me that the required data is not found or is the wrong type. I am using bullet as my rigid body solver and I have hit a complete brick wall - I just can not get it to work. I am attaching the .hip file, and I would be immensely grateful if someone could help me understand what I am doing wrong. It seems so simple yet I am completely stuck with this issue. Glue issue.hip
  18. Duplicate objects in RBD pop net

    DOP net question. I want to start with a set number of boxes and have them move around with POP forces and bounce off each other with RBD. Problem is that I end up with two items for each one I put in. For the POP source I setup Impulse activation to be $F == 2. If I use 1 there, I only get one set of items but they aren't effected by the POPAdvect forces. Feels like a rookie mistaken, but I not sure how to set it up. Any ideas? POP Source: Emission Type is All Geo, Geo Source is First Con text RBD Vector Field.hipnc
  19. Dear Friends, I'm emitting FEM objects into a simulation. Since on a given frame I generate at most one object, I don't need stamping to produce variations, it is enough to animate the initial state. My problem is that these objects share the same rest position, which I would like to vary instead. Is there a way to stamp a variable based on the DOP object currently copying the rest positions to the simulation geometry? In other words is there a function that gives a stable but varying value across objects when a DOP simulation reaches out for rest geometry? Thanks in advance! BMT
  20. Custom attract

    Hi I am trying to create a custom attraction tool using popvops. Its a method I learnt doing a houdini course I would like to improve on it but I have been stuck on it forever. Instead of using a pop attract we are using a popvop to calculate the distance of the particles to a point in space and making them move to this point, if I am using a single point to attract them to its working fine, but what I would like to do is to attract them to multiple points ie a mesh. I have tried using the importpoints but that just makes them go to origin. I would like them to move to the rubber toy. Any advice would be appreciated. I have attached the file and the particle stream I am using to test. Cheers Particles.72.bgeo.sc attraction test.hiplc
  21. 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?
  22. Hello ! Is there a way to visualize the forces in a DOP simulation, much like this, but for wires ? I have a Wind Force (not the pop one), and there is no option to visualize it out of the box. There might be a way to grab the force field information at any location (locations would be a grid of points built specifically for that) and pass it down onto the points to visualize the force on the Normals or smth, but I don't know how to. Something like grabbing the result of all the forces at a location, or only a specific force, either one would be wonderful. Thanks !
  23. Hi, I have an imported geometry which I'd like to use in DOP simulation. Can I simulate a simplified(smoothed) mesh and then transfer simulation results to un-simplified geometry?
  24. Spring Constraint

    Error - Glue constraint references unknown object Would really mean a lot if someone could take a few minutes to look at this file. I was trying to recreate richardlord's spring constraint thingy, but had trouble even beginning to get it to work in the first place. I think there's some changes in constraints from 15-16 (im working in 16). I should have the name attribute matched up to all my constraints and all my objects as the same, but for some reason I get an error with, 'unknown object'. I thought it may have been that the constraint was looking for @rest? Not sure. Very new to creating attributes that get used in dops, I appreciate any insight. springConstraint.hipnc
  25. Source RBD objects

    How is it possible to source in RBD objects (hero) into DOP over time?
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