Jump to content

Search the Community

Showing results for tags 'sim'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 109 results

  1. Vellum Sim With Changing Point Count

    Hey guys, I've tried many different ways, but I can't seem to find any stable way to run a vellum softbody simulation with a object (in my case a meshed vdb advection growth) with a changing point count. I've tried brute force with a solver SOP to run over it every frame, but with no luck. Would love to see you guys tackle this. Cheers! -Isaac
  2. Whitewater h17.5 Not to emit bubbles

    Hello, Using Houdini 17.5 to create boat wake with white water. Using the white water solver I where I would like to emit foam and spray over the flip surface. However, I do not want the bubbles as I am under the impression this would reduce simulation time and memory consumption. That said, I couldn't figure out a way to stop the solver from emitting bubbles! Anyone was able to deal with this or any documentation or thread that could help?
  3. Hey guys, I'm having some headaches with the new rig. Worked fine for the first 3 weeks but now I'm getting random errors (I asume are memory related). I'm working with 112gb ram because 1 slot is broken, I've heard having 7 in use and not all might cause performance issues, that I better work with the half slots at 64gb. Will run memtest86 and windows diagnostic (wich I ran before with success), but wanted to hear opinions about best way to troubleshot this. Thanks!
  4. Freeze Flip Sim

    Hey Guys, Imagine an object which fills with liquid over time. When the object is full of liquid i want the motion of the Flip Fluid stop oder decrease over time. For example: - Object fills with Flip Fluid from Frame 1 to Frame 96. - Liquid and all motion of it slows down from Frame 96 to Frame 144, at Frame 144 everything is not moving anymore. I tried some pop wrangle inside my DOP but i cant get this working. Any suggestions? Should i do this after the DOP in SOP Level in a Vop/Wrangle or could I achive this inside my DOP? And How? Thanks and Greets, me
  5. I'm working with a wie simulation at the moment and would like to save out frame 300. This is ofcourse easlily done by saving out the frame with a file cache. However, The wires I'm imulating change patern per frame. So the input for the simulation changes when I try to run it. I would like to save out the simulation frame 300 for all patterns. so say frame 1-10 I load in 10 diffrent patterns and want all of them to cache after 300 frames of simulation. basically the end result would be: (where $F = 300) Pattern-1-Simulation.$F.bgeo.sc Pattern-2-Simulation.$F.bgeo.sc Pattern-3-Simulation.$F.bgeo.sc Ect. I can manually do this by making the input static and waiting for the sim to run, but the sims take about an hour and a half and I would like to just leave that on at night. I'd preferably like to avoid having to make 10 filecache nodes with 10 diffrent inputs and ROP-merge outputting them, though if this is the only way then maybe. Any help?
  6. Animated Vellum constraint

    Hi everyone ! So I am working on a scene where i need to sealed vacuum a building and make the cloth breath :/ So The vacuum part work well but everytime i try to animate the constraint inside my vellum solver it's get crazy.. Does someone now how to animate constraint or if it's possible ? I'm linking the scene file untitled.hiplc sorry about the poor english not my first language... untitled.hiplc
  7. Hi Guys, Very new to houdini so spare the studpidty, Ive set up multiple rocks in sops using the copy to points node. I wish to then perform a rigid body simulation on these rocks so that they collide with both the ground plane and each other. However, the effect im achieving is the group of rocks falling and interacting with the ground plane as a single large grouped entity. This is despite me setting the bullet collision data as concave and not concave. Thanks in advance all! Procedural Rocks.hip
  8. Dear all, The plot : -> Am currently simulating a simple shatter with rbdPacked prims + Constraints Glue + a gorund plane, all into a DOP. (nothing Awesome till here). The Questions : -> But, strangely, the little rbds continue to vibrate once fallen on the ground. It looks like continuous vibrating tiny giggly wiggly inter-collisions. Did any body ever had this ? Would it be possible, i've to FORCE STOP them using a desactivating VEX snippet in a DOP/geomety wrangle node ? If anybody had this one time, let me know, please. You will be welcome and it will be pleasure to discuss that point you. Thank you all a lot, cheers.
  9. Crowd with flares

    Hi, i have single smoke flare sim, and i need somehow attach it to crowd agents, to be able randomly time shift smoke with agents. Any ideas will be appreciated, thanks!
  10. GRAIN STICK ERROR

    Hello Dear Houdini Community, I have been trying for hours to solve this problem. I have a simple simulation with grains, the basic idea is when the particles touch the surface more often they stick to it. they do not do that, they all disappear to one point in the scene, actually always 0, Y value, 0. Can someone look at it? Sincerely, Tim grain_test_collision_stuck.hip
  11. Hi everyone, i got a question and can't figure a way out. Imagine a bottle, and a mesh that perfectly fits into that bottle. I want to convert the mesh into a flip fluid and when i turn on gravity i want it to be as big as before. So my bottle is filled. The reason why i want that, is that I have a drop coming from above and falling into that bottle. When it collides with the fluid inside the bottle, I want a little splash and then the sim is done. How can i get a filled bottle that stays filled after I turn on the Sim. Maybe someone got the same problem or a solution, but i can't get my head around it! Thanks and Cheers!
  12. Hey everyone, I'm looking for a little help on a pyro sim I'm doing. I've got a fuel and temperature source that move along a path, emitting flame. The goal is to make a look like the flame is propelling an object forward, like a jet engine. I'm able to achieve most of this easily enough, but my sim has a lot of wasted space because the sim container doesn't rotate with the movement of the source. This really slows everything down and it's driving me crazy. I've tried a few things that used to work in H16 (the "point position" node specifically), but H17 sources volumes differently and won't play nice (the sim will rotate the already rotated source volumes again). Most of this I learned here https://gumroad.com/l/TqUNR, which no longer works properly with H17's volume sourcing. Anyway, if anyone could help out with this it'd be great. inverse_transforms_6.hip
  13. (Solved) Hello, I have a lowres pyro container and for closup shot i want to upres only small part of it and save overall movements. How can I achieve it? Preview scene build from shelf. Thank you. upres_part.hip Solution: Ah, nevermind. Just add volumeresize and crop lowres volume to my area and same for object smoke.
  14. Help with multi solver

    Greeting all, I am trying to wrap my head around the multisover in dops. I have a sim of a plank breaking. I have upacked the sim and placed a debrissource node after. I then copy cubes onto these points and point a pop source to them. I have a packedrbd object running into the multi solver which runs a pop solver then a rigidbody solver. It kind of works but when the cubes hit the ground the shake and jitter and generally misbehave. Any Insite into why this could be happening would be greatly appreciated. I have attached a sample file. Cheers! B plank_troubleShooting_v04.hipnc
  15. Wax/chocolate tornado

    Hi all. I have some issue and want to make Wax/chocolate tornado animation. From bottom to top. Something like this https://vimeo.com/110055200 But visually more to this I tried Pop particles and Flip fluid, Flip fluid gives better look, but pop particles can die. Flip fluid can`t die, maybe I wrong. Can suggest how to achieve this look?
  16. Tsunami Effect

    Hey Magicians! I recently started using Houdini, so my knowledge isn't as vast as some of you guys. I've been trying to figure out how to spawn whitewater along the top of a tsunami, however, I've been having lots of problems going in different directions. Through a lot of RND and research, I was able to get the flip fluid on the cusps but the whitewater just isn't spawning, I think I found the error, it has no "Point Groups: emitters 0". I've been able to copy spheres to the cusp and scatter pops to the cusp as well, but I need the whitewater (foam, spray) on the cusp instead and don't really know how to go about it. Other than for a project, I've been really interested in seeing how its done since so many people want to avoid it. Any help is much appreciated! TsunamiWave_FX_v01.hipnc
  17. Hi all, I am trying to make a whirlpool effect and i am doing it by creating a circle and then copying it into itself creating a for each loop where every smaller circle rotates faster than the previous then copying it downwards and tapering it to make the typical "hole" that is formed. I previously made a mistake where i copied the volume created from the effect and put it as the source of the water and got it working but the surface water was stationary, now that i have the surface moving but when I let the effect run it only "spins" the top layer of the water and doesn't go any deeper into the water , any tips? or any help would be appreciated. Whirlpool13.hipnc
  18. Rolling Clouds Simulation Using Smoke

    Hey there, I recently saw a breakdown that Main Road Post did at last year's SIGGRAPH and I have been trying to recreate their cloud simulation but to no avail. Currently I'm using particle velocity to drive the smoke velocity in hopes of generating shapes similar to their video which I've attached here as a reference along with my scenefile. I'm hoping someone could take a look and maybe give me some pointers. I would love to get close to what their reference is. I really love how they achieved a rolling cloud look. Thank you. cloudSim.mp4 clouds_v03.hip
  19. Hi everyone Is it possible to store a sparse_matrix data structure across multiple time steps without reforming it at every time step ? I am writing a custom dop solver, so I would like to store it as subdata but I am not quite sure how to do it so any help would be greatly appreciated. I have not really been able to find any examples of this in the documentation ...
  20. smoke sim

    hi all so i've been trying to make smoke come off of a pillar as it gets broken but at the moment all im getting is this steamy cloud kind of following the debris parts , and i have no idea how to make them more refined and also to make the smoke more of a thicker trail , any help with this would be greatly appreciated, i am still very much a newbie to houdini. Wall_Fracture63.hipnc fist.abc
  21. I want to do super slow motion of cheerios falling into milk flip fluid. When I change Scale Time from 1 to 0.1, some of the collisions cause explosive behavior. Someone suggested I write out the sim files with Scale Time set to 1, but substeps increased. Then read the sub stepped sim files as if each was a frame. It appears to work, but I'm getting some flickering in the flip fluid. https://drive.google.com/file/d/17zJgRw7DtQ3W-gqnCiHXpcvGSQDxORGw/view?usp=sharing Any ideas how to fix? thanks
  22. Hi Guys! So i'm trying to do this simple flip sim where i have an emitter inside a teacup and i just want to fill up the cup. It's is definitely water tight, the only particles leaving the cup are over the top, but as you can see from my flipbook the particles just start multiplying on their own when they land in the saucer, which is causing them to go everywhere. It is worth mentioning as well that the particles are only set to emit between frames 0 - 24 so i'm not sure why they're multiplying. Any suggestions as to how to stop this would be really appreciated! Password: hc
  23. Hi, Would like to know how this effect was being done, please throw some ideas or simple set up. this is the link: test_wave.hipnc
  24. Can someone please give me an indepth explanation as to why the CPU vs GPU sims look different? I have noticed when making a fire sim, GPU gives a bit more streaky and jagged sim (better licks) than a CPU sim which tends to be a bit more billowy with more 'shrooms' or rounder shapes in general. Sadly GPU crashes on any large scale sims yet I really like the look. How can I get CPU sims to look as streaky and jagged as GPU? Any tricks to stop a GPU sim from crashing? Cheers!
  25. Points follow points

    Hello everybody! I would like to simulate particles on top of pre-animated / pre-simulated (cached) points. So far I only managed to do the "transfer v attribute inside a sop solver" trick. Unfortunately it does not give me the result I imagine. Instead of inheriting only the velocity I would rather like the points to be attracted by the pre-animated points so they tumble around and follow them the animated ones. Basically I am trying to animate some points and then do a simulation on top of it to give it a more natural feel and to be able to art direct the simulation better. I would greatly appreciate if somebody could give me a hint or a solution on how to do that? Thank you! Here is my current progress (particles inherit v): pop_transfer_vel.hiplc
×