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Found 77 results

  1. DOP Wire solver - differents width

    Hi ! First post here, I'm starting Houdini since a few weeks only... I'm wondering how to set different width (for repulsion) for each wire I've created. I've tried to create a random point attribute to drive the width into the wire object but it doesn't seems to work, I feel missing something. Help needed Thanks RANDOM_WIRES_0.1.hip
  2. Hey guys. On my "life goals" list there is this insane task of creating a dynamic car rig that is fully customizable for different shapes and sizes of cars (normal road cars, 4x4, race cars, etc) It should be something like the videos below. The reason behind this is I love cars (obviously) and I want to create a ton of car related stuff in houdini to learn dynamics, pyro, flip, grains but I don't want to spend too much time with setting up a vehicle and meticulously keyframe animate every aspect of it. The videos below look very realistic in terms of physics and they look like they're ready to be lit and rendered, and all these extra elements to be added. Needless to say that my intention is to share the setup if it ever gets this good. So what do you think would be the best way to approach this complex task? Is there already something out there that can be used for this? Ps: in the meantime I'm already downloading every hip and hda that is even remotely related to this topic
  3. Ideas to achieve this effect

    Hi im learning houdini and a few days ago I found this and I really wanted to create something like it using Houdini, the problem is that I don't really found a way to do it and I'm kinda frustrated, my first idea was to scatter points on the base geometry and then copy to points a grid, but then I'm not sure if that could work or how to make a cloth sim for the grid which should be colliding with each other, idk maybe is easier that I think and im completely in the wrong path haha if someone can guide me a little bit on this little quest ill be beyond grateful. .
  4. combine flip objects

    Hey There, Hope this message finds you well. I'm after a bit of help in regards to flip fluid interaction, I want two different flip objects to be able to interact with each other, within the same solver. this is what i have already. I can achieve interaction by combing the points within the same flip object, but i need to bee able to mesh each flip object separably. any help would be most appreciated TEST_BUUBLE_02.hiplc
  5. Hello guys, I wanna make an ocean with an ice berg floating over it, I already added environment light, And checked all the diffusion values needed for it but still getting such 2D type of look in my render view i donno what to do now Here is screenshot of my file-
  6. Hey guys, I am new to houdini and i need to know how to project any image on grid in houdini?? I'm working on an ocean scene where i have to set the image of fish on grid over the ocean.
  7. Hey guys, i need to emit the same smoke trail even from the other part of the jet, I cached out my simulation but i just need the smoke trail and not the jet so that i can transform it onto the other part. Any idea how to cached out only the smoke trail from the simulation. Here is my file spaceship_01.hip
  8. Hey Guys i need some help actually i want to emit the same smoke trail exactly from the other side of the jet, Do i need to repeat each and every step again to emit the same smoke or is there any way to copy the same smoke trail. Am new to houdini so dn't know much stuff Here is the screenshot of my file -
  9. Well am new to houdini and trying this tut where i have to emit smoke from this jet but i don't know how to get rid of this sprite spacing I have tried to increase the number of particles and also adjusted the scale and ramp of the pop sprite but its giving me the same result. Here is Screenshot of my file -
  10. Hey guys Well am very much new to houdini and working on some mini destruction scene, The problem is i have turned both window and lamp to rbd packed objects so that it collides with the car. But the lamps are falling way too before when the car actually hits them, Kindly let me know the solution. here is my file - car project.hip
  11. Mesh Trail Clothlike Effect

    Hey fawkes! Any Ideas on hot to achieve something like this? Been thinking about using some emission group with a POP and some trails. My doubt is how to mesh the stuff and give it the subtle cloth dynamics. Maybe a Geometry or Point Vop with a noise. How about UVs here? Any Ideas? Cheers!
  12. Hi, ODfellows! This is my first post. I'm glad to in the company of experts. I'm hoping some kind soul can help stop my accelerating hair-loss. So... I'm trying to tie a basic shoelace style knot. I've made groups for the ends of my wire to make "aglets" (the bits on the end of shoelaces), but I'm having trouble guiding them around. Am I missing something obvious? Thanks! Slideshow Blob
  13. Inflate with SOP solver

    Hey all, I'm inflating spheres by using a cloth simulation and SOP solver to increase targetP by normal direction over time. That works great. My issue is, as the spheres inflate they don't react to the force of neighboring spheres pushing against them. You would expect as they push against each they move apart. Right now they act like they're balloons glued to a wall. Any tips for how I calculate the new inflation force to feed back in to the dynamics? Screenshots and .hip attached in case they're helpful to anyone. Thanks for any help! cloth_sop_inflate_01.hiplc
  14. Hi all, i hope you are wall well. I have a quick question regarding exporting of transform data from my rbd object. I need to use the transforms in Maya. So i have tried to export the rbd as an fbx, however i still do not get the individual transforms for each peace in my rbd sim. So as an example imagine a sphere attached with cubes. I would want to export the cubes and each other their transforms from Houdini to Maya. any one have any solutions? Thank you
  15. Intersecting geometry fix

    Hi guys, I hope you are all well. Okay, I have this issue for this personal project I am doing for a friend's short film. Basically, we have a rigged animated model of a man walking. I need to attach these cubes to the body (all over the body that is) completely covering his body with cubes. I then need the cubes to be colliding with each (basically to have no intersections between the cubes). Can someone please give me some advice as to how I will stop the intersecting geometry. I have scattered points on the animation, copy to points the cubes and have run a rbd solver to solve the penetration but I still do get some intersecting. I am sure there is another way for this. Thank you all soo much. Merry Christmas
  16. Probably a very noob question... but what are the differences and benefits of the two ? They both run a simulation over a SOP network... are they any different in what they can achieve ? Thanks! J
  17. Im trying to connect an apply data to a sop solver (even the documentation page of the sop solver says that one of the most common inputs is the apply data node) but no matter what I always get a "Connection to input 0 is the wrong type". The only solution I found is to go through a multisolver node... which is fine but I wish I could understand what's wrong with connecting an apply data node directly to a sopsolver ?? What I would like to do but returns error (despite documentation): The solution I found: Thanks! J
  18. Plant Dynamics

    Hi there! I'm tasked to do a simulation of a guy, walking through some plants. So I need to make some motion on the plants, as they're waving in the wind, but also collide with the character. My initial though was either Soft Body or Wire sim, however I can't get it to play. If anybody got any good suggestions, please let me know! Unfortunately I cannot share anything. Cheers, Jonas
  19. I'm currently following along with Rohan Dalvi's Motion Graphics tutorial, and I've run into two issues with the particles from the outer ring that I thought would have simple solutions, but so far have completely stumped me. The first thing I've found is that each point would spawn two particles, resulting in two lines very close together, and I want to get only one particle/line for each spawn. I've figured out the reason for this happen is that in my POP network I do two separate replicates, each on a different particle stream/group (so that I can have differing life lengths), and the replicate POP passes through the original particles (even those no being replicated) so after merging the replicates back together, I end up with two separate sets of the original spawner particles. Now the solution I came up with was to remove the points I didn't want to replicate, do the replicate for each group, then merge them back together (exactly like I would if I had this issue in SOPs). Problem is though that didn't work at all. I tried both Kill POPs and POP Wrangles, and a few different setups but nothing worked. I've included some notes with the scene file to give better explanations. Secondly, when the spawner particle collides with the tube, the replicator keeps replicating it, so we end up with a bunch of points stacked on top of each other, which I don't want. My idea to fix was to have a node placed straight after the replicate that removes any particles in the "hitparticle" group from the "stream_General_Spawner" group. That way, on the next frame, all the collided particles won't be replicate again. But this didn't entirely work either. "Combine Groups" on the Group POP almost did the trick, but in addition to removing the particles from the spawner group, it also removed them from the hitparticle group, which I don't want because I have a wrangle that does stuff with that group. Does anyone know why these issues exist? I'm guess that I'm missing some sort of foundational knowledge on how POPs work? Any recommendations for tutorials or articles to go along with the documentation to help with this? POPs_problem.hipnc
  20. Hi I'm new to Houdini and recently I've been getting into DOPs. I have a question I've been trying different things out in dops to see how they work, been playing around with the "Gas Match Field" node and found that it works quite nicely when both fields you are supplying the node with are from the same object Like on picture 1, both the "myField" field and the "heat" field are part of the same object and the node works just fine But what I can't figure out is how to make the node work when I'm supplying it with fields from different objects. On picture 2 "myField" is part of an empty object and the "heat" field is part of the smoke object, I tried to reference them via their paths like on the picture 2 but unfortunately it doesn't seem to work. Does anyone have any insight into why this may be, I can see how referencing field from different objects can come in handy not just for this scenario.
  21. Hello everyone. I've did not encounter that challenge before. I'm trying to simulate an exlosion with flying out of particles that should leave smoke train behind them. It's takes a lot of time and resources to simulate them all at once. I've decided to simulate them separetely. I've already saved my main explosion cache to disk by using Rop Output node. And now I want to simulate and save to disk each particle smoke simulation one by one. Is there any way to do that automatically? Does anyone have any an opinion how to do that? It's not a big deal if i had let's say 5 particles but in my case I have 25. I would be graceful if Anyone could help me with that question.
  22. Question

    Hello guys how to make fluid or particles attached to them fluid moving from the bottom point and in the end got the scope.
  23. Dynamic RBD - Houdini to Unreal

    Would anyone know how to pre-fracture geometry in houdini, bring it into unreal engine and have it be dynamic (responsive to real-time collisions)? I know unreal has a way to do it and be dynamic, but Im wanting to be able to art direct from houdini for the area where my collision will happen in the level. I have already tried pre-fracturing with voronoi and exporting as alembic and fbx but no dice. Just wanted to see if anyone had a solution to this. Any ideas?
  24. Hi guys! I would like to share with you one project made by our student who has accomplished our Multi-Dynamics course: https://vimeo.com/209750174 Two groups have just finished this program. Now we invite everyone who is interested in improving Houdini skills to join us. The next course starts on May 20th, 2017. The program of the Multi-Dynamics course is focused on solving non-trivial dynamic tasks. We master the knowledge by creating FX-assets using virtually the entire selection of Houdini solvers. You can find more details by following the link http://onlinevfx.ru/eng/courses/9-course-houdini-multy-dynamics
  25. Small scale tyre burnout

    Hi all, I'm trying to create the effect of a tyre burnout, like in this topic; customise pyro emitter. However, I'm trying to achieve the effect on a much smaller scale, and with 4 wheels instead of just one. I'm finding a few issues at the moment. The first issue is with the fluid source for the pyro sim. I can't seem to get the fluid source to accurately represent the shape of the wheels, unless I reduce the "Out Feather Length" to a near zero value. I also need to decrease the division size massively, which is obviously slowing down the sim. Is there a more memory/time efficient way of representing the wheel shapes in the fluid source? Secondly, when I run the pyro sim (with the best fluid source result I could get), the velocity from the wheels don't seem to be effectively moving the density in the sim. The fluid seems to be just randomly emitting from the wheels and floating about. I have a feeling that these issues are going to probably boil down to reducing the sim resolution, however, it just seems to be running far too slowly for me to effectively iterate on the sim. Any ideas would be greatly appreciated. Scene file attached. OdForce_fluidSource_v01.hip
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