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Found 141 results

  1. Hi guys, I have a rigid body sim with constraint network, I want to access the previous frame and current frame data of the constraints (impact, forces etc) inside a sop solver in DOPs. Currently when I call the attribute in a wrangle from the relationship geometry node I don't know if it's current frame data or previous frame. How to get both the current and previous frame data in a wrangle in sop solver in dops?
  2. Hello again Guys. So recentrly (3 hours ago) I swapped to RS because my Mantra render was taking over 2 hours per frame. I started shading everything and had some problems with the volumes (Which worked in mantra perfectly fine) Scene View IPR with an area RS light with contribution set to .5 (to test) The setup As always, Thank you guys
  3. 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!
  4. Hi, I've scattered 5 explosions to points using a switch node and a foreach loop. The explosion are randomly assigned to point but I need to have them offset at random as well. How would I go about achieving this? The effect I'm going for is flak in a WW1 scene but at the moment all the explosions start at the same time
  5. Pyro sim steppy look

    Hello again guys. So I am trying to do a pyro sim for some pod doors (Some fbx I downloaded) but I find myself with that problem. It is not the first time it happend, It might have something to do with the scale but I dont know. Can you guys take a look? Houdini.rar
  6. Hello, this may seem odd for majority of you who live in a country with constant electricity. I am making a rigid simulation of say 700 frames. I have already cached it up to 400 frames before our power supply got cut off and my pc went flat. Now, if power is restored and I change the frame range on the file cache node to 401 - 700, and then click save to disk. The dop network would start from frame one until it gets to 400 and then start caching. My question is this, how do I tell the dop net to start from frame 400 using the last positions of all rigid pieces already cached as the start point ?? Thanks
  7. Transfer Low to high sim - vellum

    Hello, i have a vellum source emitting a low res model every 10 frames. How can i exchange the low res output with the high res version? this is my setup, i am working on Houdini 17
  8. Pyro Sim not rendering properly

    So i got some help from a guy on here for my uni project. The file he gave me looks amazing but when i come to render it, the fire doesnt show at all. Does anyone know how to resolve this?PyroSim.zip
  9. Pyro Sim

    So im working on a pyro sim that is on 6 bowling pins with a juggling animation on them. For some reason the fire isnt really showing up at all on the pins and i cant figure out how to fix it. I would appreciate any help. PyroSim.zip
  10. Helloooo just trying to make it so my hair doesn't have to fall into place every time i start the sim. Thanks!
  11. Uni Project Pyro Sim

    So for my uni project i need to put fire on some bowling pins while they are being juggled. Im struggling to get the fire to flow correctly as if its being thrown. Ill link my files so people can take a look. Ive messed around with all the setting and i cant seem to tone down the fire. The screenshot i posted on this post has the fire being really blown up even tho all the settings are quite low. I would appreciate any help. Pyro Sim.zip
  12. Hi people, I'm wanting to drop and object as an RBD sim, but have it finish in a specific xyz position and orientation. Basically, I want to drop a bunch of letters and have them form a word. At the moment, they land as I expected they would, but I was wondering if I could 'nudge' them to land in the right place? The realism of the sim isn't too important, but it would be difficult to get the feeling of them falling, if I tried to animate the letters by hand from start to finish. Can I cache the sim and add a value to it, over time, so it ends where I want it to? Can I run the sim and add to the XYZ co-ords as it's running? I could, of course, sim it in Maya or 3ds Max... convert it to keyframes... blend in a final rest pose... and import the Alembic, but I wanted to know if I could do the whole thing in Houdini before reverting to a method I actually know? Thanks
  13. RBD to Vellum

    Hi! Houdini beginner here. I'm trying to make a bookshelf / pages explode. I set up RBD sim, which works fine. But as soon as I attach the vellum solver to sim it after the dop import, the papers just fall to the ground, no RBD sim info. I've tried putting the vellum constraints, pack it before the RBD sim, RBD, DOP import, unpack, and vellum solver afterwards. And vice versa, I've tried vellum solver before putting it into RBD, but so far no luck. How can I fix this or is there a better approach to this? (book_question_forum.hipnc) Thank you so much!
  14. Hello people I am fairly new to houdini, and I am trying to set up a crowd sim with ragdoll effect. I have prepared everything according to tutorials I have see online, and keep getting error messages in regards to the constraints. here are some screenshots:
  15. So I am currently working on an earth destruction sequenz were I have 2 layers on top of the earth base which I fractured and is going to collide with an object. I am a little uncertain on how I should go about getting the other two layer to follow the rbd SIM without having to sim everything 3 times. Just a hint or an idea into the right direction would be enough for me. Cheers, Pascal X
  16. CG Master Academy is searching for active industry professionals using Houdini for cloth simulation to develop and teach an online course. Flexible scheduling with a 3-5 hour per week schedule footprint depending on class size. Minimum Requirements: must have 4-7 years of professional experience in feature film/animation projects and a current demo reel showcasing work specifically in procedural modeling. Preferable: Some experience teaching or training artists would be helpful in this role. Please send resume/work history, as well as a link to your website and/or demo reel, to jobs@cgmasteracademy.com.
  17. Hello! I'm doing a school project, and I have to create something like a slime mesh. The main problem I have, is that I get a lot of flickering when I try to mesh the vellum grain using the particle fluid surface node. The same thing happens when I'm trying to mesh flip particles. Does anyone know how to get rid of this flickering? I've been searching a lot but can't find an answer. Thanks!! StickyFluid.mp4 bloodRND.mp4
  18. Hi there, I have to resume a crashed flip simulation. I cached out the .sim files directly. My simulation crashed at $SF 60. My question is the following: When I load $SF 50 from my cache as the initial state in the dopnet and adjust the output range, do I need to start the new output at $SF 50 or $SF 51. I would assume that $SF 51 would be correct since I load $SF 50 as the initial state and continue the solve from there. What makes me a bit nervous is that when I compare the filesizes from the crashed solve and the continued solve the sizes for corresponding frames are varying - shouldn't I get the exact same solve when continuing the simulation via loading an initial state? Am I missing something else? Any hint much appreciated!
  19. Flip Fuid Volume Loss

    Greetings, I'm doing a basic flip simulation where I fill a cup with liquid and then I rotate the cup to spill the liquid into another cup. Sounds super easy and basic, but after some time fine-tuning the collisions and the liquid I can say with certainty that my liquid volume is getting less and less like my particles are dying or sucked into the geometry. A searched a lot for a solution, like changing the Scale of the scene, or lowering the Grid-Scale ( CG Wiki ), or change the collisions but nothing really helps at all. thank you in regards
  20. Hello, I have a really heavy flip sim of a river (around 101 millions of particles), I'm working on my final project for my master's degree. At my uni I can use only during the night as much computers as I want, each of them with 64gb ram. Since it's not possible to use the renderfarm for caches,I obviously thought to use more computers and render on each of them a specific frame range (470 frames total). The problem is that everytime a computer will start to cache, Houdini will always start to calculate the sim from the frame 1 and it will take the same huge amount of time, so what's the point to use more computers? Am I wrong? What kind of procedure would you use? p.s. keep in mind I cannot leave the computer caching after the night.
  21. Hi all, If my processor is simming and all cores are used but they are not utilized 100% does that mean the processor is waiting for the RAM to be available? Might the ram be too slow to catch up or is that the wrong way of thinking about it? (There's enough free RAM left in this sim). I saw when I lowered separation I can get the CPU usage up to 100%, but at some loads it's not using it fully. Trying to understand if my RAM is too slow, or if it's something normal. Thanks! -Johan
  22. Hii. I Have made a Pyro smoke Simulation but my Pc is damm slow. So i decided to Cache out .sim file from dopnet. After 20hrs it cache only 67 frame and Houdini got crashed. so when i reopened the Houdini and loaded my .sim file it only read from 52 frame :-( but i have cache 67 frame. any idea why is this happening..
  23. Hair self collisions vellum

    Hi I need to sim groom that needs to be quite stiff, but hair should self collide and layers should stay on top of each other. I can`t seem to make it work. Here`s simple example scene that I`m working on to test it. Any tips of how to make it work are welcome Thanks Janis selfcolision.hip
  24. Hi, Anyone knows a good way to deform groom using sim curves? as guidegroom deform doesn`t seem to work for me and pointdeform has some other issues. Do I really have to sim low res curves and then apply hairgen for full res? Problem is that i have my groom done already and want to sim approx 10% of curves and only the long ones and deform my groom by those curves. Obviously I can`t acces Furtility, so is there any other good way using Houdini to do it? Thanks Here is the simple example of what I`m talking about: groomDeform.hip
  25. pyro smoke issue

    hi I have a problem with smoke upres sim. it's normal when I cache lowres. but when I use upres to sim. the result is weird. the smoke has been cut into quarter after few frames. don't know if anyone has the same experience. I tried to solve it with change my bounding parameter setting. but nothing going good..... ( maybe the problem not from bounding box, because the bounding range in normal in the viewport. not sure....) the video and pics attached. issue_1.mov
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