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Showing results for tags 'shell'.
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Hello, I am trying to make a shelled object with a thickness (so negative space outside and inside, but the thin shell is positive space for collisions) collide with a FLIP fluid sim. Essentially imagine an egg with some fluid inside. The fluid would stay inside until cracked. After that point the water spills out and the collisions of the shell are all accurate before and after the crack. The problem im facing is that VDB creates only either a fully encased volume where anything thats inside the egg is negative and outside is positive or vice versa. I cant seem to make it recognize that the shell is the only thing it should be making a VDB volume out of and treating everything else as the outside. I can turn on the invert sign on the collision for FLIP and it kinda works but then once the egg cracks it just all goes haywire. So Im not sure how to approach this. I have also tried to create two VDBs with slight offset and combine them with the multiply function. Which in volume slice shows as a narrow band but the FLIP particles dont seem to like it at all. I have attached a simple file to show what's happening. Water_test.hiplc
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Hello I'm sending alembic rops to hqueue and there's a lot of preroll. Even with alfred-style progress turned on, I have no feedback on what's going on. I was thinking that I could add a python node to write to the stdout (which I though would show up in the hqueue logs) like so: import sys f= hou.frame() sys.stdout.write('frame: '+str(f) + '\n') But it doesn't work. Any ideas ? When I start houdini with the -foreground option (so that the shell it launches from doesn't spawn a new process and should receive outputs) and write to stdout, it only shows up in the python console Thanks
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..., where can I change them? Are they available somewhere? Thanks!
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