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Hey folks, I started with Houdini very recently and I wanna focus on fx at first. So after trying with the Shelf tools I wanted to stylize my sims. I looked around the web and followed tutorials on a particle based pyro sim (I wanna do an explosion). The problem is, the pyro sim won't work with my PoP really well. I considered that my particles are too fast maybe and added substeps. But that didn't work out either and I don't know how to fix this thing. I hope you could understand my issue. Help would be much appreciated :^) Impact explosion.hipnc
Hello this question was originally asked here (and I have pretty much the same question) https://www.sidefx.com/forum/topic/46028/ "I am wondering if it's possible to simulate a thin layer of ocean from any given geometry mesh in houdini?" Or from my input mesh that is a deforming animated plane? It is basically wave previs anim from Maya -- I am looking to drive a flip sim with this animation similarly to bifrost guided parameters: In the sidefx forum I linked someone mentioned "- detect position of flip particle if it is below or above the surface if below the surface but the distance with the surface is below a certain threshold advect it by the point velocity. if the distance is more than the treshold it get deleted every frame." I was wondering if someone can headstart me with how to go about this implementation, does this process need to be done within the solver? Thank you all for your time! -Shane
Hey guys, I've been trying to solve one problem I have with RGB applying to voronoi pieces, which are driven by particles. So in the beginning I create a box and voronoi it, create centroid point for each piece and move the points to affect the movement of voronoi pieces with a copy node. Now, the effect I'm trying to achieve is that when the particle turns red, the particle stops moving, and the voronoi piece that the particle is driving stops as well (velocity becomes 0). The problem I have is, that if the particles are not moving (its just static voronoi cube) the switch to RGB works perfectly. But as soon as I add curl noise on particles or any movement, the RGB simulation messes up. You can see that in my .hip file when you go to - box_object1 - popnet1 and you visualise the "BROKEN_SIM" node (which makes the particle stop when they turn red). If you visualise CORRECT_SIM, everything works just fine. Could it be that the rest position takes the frame 1 position of voronoi and then messes up, because voronoi has moved? Does anyone have an idea what could I be missing? dropFreakingOut.hipnc
Greetings to the greatest 3D community! I'd like to introduce you my new digital asset "RampBlend". The idea behind “RampBlend” is to help character riggers and animators get rid of complex muscle-systems which are often too slow, troublesome and tedious to set up. It was specifically created with the concept of “corrective blend shapes” in mind, where changes to the Blend factor trigger sequential morph targets. I'd like to thank this community and Mangi who kindly shared the base scene for my tests. Any comments or suggestions to help improve this asset are more than welcomed. You can download "RampBlend" at this url: http://www.orbolt.co.../ik_::RampBlend Introductory video (vimeo HD720): http://vimeo.com/74942919 Introductory video (Youtube HD1080):