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Found 5 results

  1. Hello, Is there a ch function for drop down list in VEX. I am trying to create a switch case and I am not sure how I can get a drop down menu. Please help. Thanks. S
  2. I have a scene where I am dropping a bottle into a flip tank all at small scale. The issue im having is that I am getting a quite a large space/void between the bottle and the liquid. Im trying to reduce this and make the liquid hug the bottle more in the beginning and not blow outwards and make this gap. The setup is an RDB of the bottle falling using gravity from around 10cm into the tank, both the RDB and Flip have been slowed down to 0.025 in time scale. I tried a number of things like lowering the velocity scale, upping the subframes from 10 to 30 in the RDB and upping the subframes in the DOP network to 4/5, and changing the surface tension and viscosity, but it still happens. There is no problem with the collision guide and I dont have any sort of surface offset on that either, it matches the bottle perfectly. You can see in the attached screen grabs that the bottle has barely entered the fluid surface but has created a large void underneath it blowing out the liquid. This is the sort of splash im aiming for: https://www.youtube.com/watch?v=npAuLi1y5AA Dramatic but close and not blowing out internally too much. I know my bottle is a different shape to that reference but my sim seems way off and I cant seem to figure out how to lessen that gap. Any suggestions I would be very welcome as nothing I seem to try is making the gap any smaller. Thanks!
  3. Hey guys! I'm working on a project using fluid to simulate a drop (something like oil drop) falling and colliding with an object. The thing is that the client ask me if I can separate the drop when colliding with the object in another smaller drop and I don't know how can achieve that, I'm looking for something like have different density in the same fluid object or select some particles inside that can be affected for another force but the fluid is fluid, not particles so I'm lost in that! BTW this is the sim (the second part is the fluid). Cheers! gota v1.mov
  4. Hi guys, so I'm doing a scene where berries falling into a bowl but I use a sphere and a simple cup modeled to visualize then I realized when I use rbd object on the sphere and static object on the cup, the sphere doesn't drop into the cup but instead it drop just before the cup. I've been trying to figure out but I have no idea why it turns out like that. Any clue what happened? testyog.avi
  5. Hey Guys, My deadline is coming up and I have a few small problems that I quickly need to resolve. 1. I have a snow covered car. The snow falls off the car to reveal a new body-paint color. The source is a pre-constructed, scattered and point-replicated point cloud on top of the car geometry, revealed based on input particles from falling snow. (I used attribute transfer with a solver node for that) Everything is working fine, except of course that all my particles are dropping from the car, simultaneously. My question is; how do I start them off "frozen" and have them fall based on my input? I was imagining an animated noise pattern so control the activation, of sorts. But maybe an animated metaball setup? I am just not sure what particle attribute to use. The "active" one doesnt seem to do anything. 2. Ideally I would like this snow to be grains, so that I can have clumping and stacking, but since I am colliding with car geometry, the grains always explode. Is there a way to maintain constraints without everything exploding? I am using a vdb collision volume sample of the car. It looks like Houdini automatically adjusts the particles so that there are no intersections with the collision VDB, but I cant seem to get away from the explosion. 3. How the hell do I get geometries with a shadow matte shader assigned, to not cast shadows on one another?! but only from objects that are NOT a shadow matte? I am basically just trying to render this snow out in two passes, and one is a shadow pass. I only want shadow from the snow, affecting my ground and the car. But no shadows from the car affecting the ground & vice versa. Much like Vray's material wrapper. 4. I have 6 licenses but have not yet set up HQ server. Could anyone briefly explain the process of getting this setup? Thanks so much for any help and input! // Mats www.swedeballs.com
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