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Showing results for tags 'drag'.
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Hello, In an RBD simulation, I would like to control the transform/rotation of the elements, to stop them from moving forever. The fractures travel too far away..! I tried to use the "Drag" node, but it's hard to achieve the right value in its parameters! So what's the best solution to fix it? Actually, I want to achieve a falling behavior like what they made in this TVC: Thanks for helping. RBD Limiting Drag_02.hip
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Hi, I am trying to make my smoke moving slower and slower when it reached the specific area. I try to use a dragforce but it worked everywhere in my sim ,how can i apply maskfield to it like somthing we can do with popdrag. or is there anyway to apply a mask to bouyancy based on temperature or y position? if somebody can tell me how to do that will be great help,thank you
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Hello, How could I go about having drag only affect one direction? I basically want my particles to have drag equal to their velocity (airresist *= length(@v)) but only if they are moving up. If they are moving down I don't want them to have any drag.
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Hello! I haven't seen a resource that benchmarks the calculation speed of graphics cards in Houdini so I thought I'd post this. I hope that people can participate and post their scores using their gaming/workstation graphics cards so other people can get a rough idea of the performance of each graphics card in Houdini before they decide to buy/upgrade anything. This should only take a few minutes - 1. Start Houdini 2. Use the following units under your Hip File Options - Unit Length - 1 Unit Mass - 1 3. Frame Range 1-240 @ 24fps 4. Add a sphere at origin 5. Goto the Pyro FX shelf tool and select Explosion. Select the sphere. 6. Disable Cache Simulation in your DOP and use the following settings - Pyro Container Settings Division size - 0.075 Size - 7.5, 10, 7.5 Center - 0, 4, 0 Resize Container Settings Padding 0.3 Subtract Threshold 0.2 9. Select the Pyrosolver. In the Advanced tab, turn on OpenCL 10. Save the file and restart your computer 11. Use a stopwatch or http://www.online-stopwatch.com/ to keep track of the time 12. Open the file, start the sim and the stopwatch timer 13. Record the time after 240 frames. 14. Run the same sim again but with OpenCL disabled 15. Post the exact times with your PC Specs, Houdini version and OS in the following format (using my results as an example) - Houdini Version - 14.0.201.13 OS - Windows 7 Ultimate x64 GFX - Zotac 770GTX Amp! Edition (2GB) / Driver - 347.09 Time - 1:37.222 CPU - Intel i7 3770K @ stock Time - 2:09.503 Other - ASRock z77 Pro3 Motherboard, 32 GB Corsair Vengeance RAM Thank you! PS - I've attached a hip file with the above settings using Houdini 14 that you can run right away. Thanks for the suggestion, Skybar. OpenCL_TestFile.hipnc
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Hello all, I am new to Houdini Fx, as to this forum. While spitting through all tutorials, i keep on running at a problem. Maybe its a small problem for you guys, but I cannot fix this. The problem is, that I cannot box select. For example, as I was doing a tutorial about animating in spring SOP's I had to select the points that weren't attached to the ground and make it a group. So I had it in front view, and dragged a box over the points, but nothing is selected. I tried various key combinations, like dragging with a shift or ctrl. But nothing seems to work. I than selected all by pressing a but I had to unselect the points manually with shift and clicking them one by one. Now the points are on a grid, so it was in the x and in the y direction, so that is a whole lotta work. I tried it with several projects but the box selection is not working. Can someone tell me what is wrong? Is there a different approach or am I just doing it wrong?
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Hey guys, I am current working on a water explosion effect/large splash, below is a video of where it is currently at: https://vimeo.com/69691104 I pretty happy with the way it is looking at the moment, but as you can see it is hitting the edge of the container. Instead of re-sizing the container what I am wanting to do is kill/reduce the velocities as they get closer to the edge of the container and I want it to fade down over a specific area. I can kill off the velocities in a certain area using a pump object which multiplies the velocities it interacts with by 0 therefore resulting in a velocity of 0. However this happens very abruptly (as soon as it hits the edge of the pump object). So what I'm wondering is, is there any way to add a falloff to a pump object or drag force's effective areas? Thanks