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Showing results for tags 'pop solver'.
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Hello; For some reason I need to increase "substeps" in a "POP solver", but the problem is it increases the number of generated particles! How can I fix it? Thanks for helping. Particle_Substep.hip
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Hello everyone! I'm just wondering if someone knows how to create that a Particles meets and other particle stick togheter, and if is possible to made that. If there is a particle floating around and get close to an other particle floating around can they stick togheter. or any way that I can aproach that?
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- pop
- pop solver
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Hello everyone! I'm just wondering if someone knows how to create that a Particles meets and other particle stick togheter, and if is possible to made that. If there is a particle floating around and get close to an other particle floating around can they stick togheter. or any way that I can aproach that?
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Hi can someone help me, every time I create a POP collision detect and then I create a pop replicate to create more particles from the collision, it works perfectly, the problem is when I create a static Object for the particles to bounce on the geometry the pop colllision detect and behaviour stop behaving and I dont know what to do to make it work, does someone have a solution?
- 3 replies
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- pop behavior
- fx
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I am new to Houdini and learning Houdini 16, currently trying to create my own firework particle setup and my main problem is that I can't get the pop replicate node to spawn particles when the upstream particles dies. I group particles with the rule "ingroup = i@dead;" and have set POP replicate to this group. I've checked the "Reap At Frame End" and particles do indeed register as dead in the spreadsheet. I've asked several Houdini artists and they've not found any reason why it should work so I'm posting the file here in hopes that someone understands what I might be missing! POP replicate on death test.hipnc
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Hi, I have a question about setting up collisions on a static object. My goal is to have a character walking through snow. I have a grain simulation and then an alembic of a character walking. I have my grain simulation setup, now I need to make my character a static object so it collides with the grain pop simulation. I then made my character walking alembic a static object. Now here is my question: I need to edit the collision boundary of my character walking, but how do I know which solver is being used? Bullet, ODE, or RBD? To sum it up, I have a static object being used as a collision for a pop simulation. How do I know what simulation engine is being used to calculate collisions? Bullet, ODE, or RBD? Thanks in advance
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Hi, I used a popvop for some task in my popnet and connected the geometry to my 2nd input in popnet node, Everything works fine but the geometry that I have connected to the 2nd input also gets exported out. But I don't want the geometry to be exported, I only want the particles to be exported. So, Please can you help me with a solution on how to exclude or delete the object so that only the particles from the popnet gets exported. Thanks.
- 7 replies
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- pop solver
- popvop
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