Search the Community
Showing results for tags 'sims'.
-
A noob grains upres question here… I created a massive fracturing grains sim with Vellum at a low-ish resolution, and I'm using the grains' velocities to drive smaller dumber particles. When using the POP Advect by Volume, the particles are pushed around correctly as expected, but when they exist the Velocity field they slow down dramatically almost to a halt. This is because I am using "Treat as Wind" with very high "Air Resistance" values, to counteract the Gravity force. How can I sample the Density of the same volume, and use that to influence the "Air Resistance"? This way the core of the volume will stick to the Velocity, and as we get further away from the core, the Velocity will have less and less influence, with gravity taking over... I spent hours on this yesterday, trying to find a way to bring the volume Density into the DOPNet as a sort of falloff for the POP Advect by Volume node… I even tried transferring the volume density to the Grain source points in SOPs as a float value, hoping I could hook strength data out of them that way, but again, just not luck at all! I’m aware this must be incredibly simple to do, but I just cannot figure it out at all. There doesn’t seem to be any kind of masking options available in the nodes I’m using. One kind Facebook user on the Houdini Artists group told me this VEXpression could be pasted into the POP Advect by Volume node: @airresistance *= fit(length(volumevelocity), 0, value, 0, 1); value = the speed value where you want the resistance to be full. However, this is not referencing density, and so far, isn't working anyway - but I get the idea.... Can anyone advise on the best steps to do this?
-
Hey magicians, I'm planning to buy a new PC, any recommendations for the hardware? this is my current setup (2 years old) Asus x99 ws e Intel i7 6900k 128 gb ballistix sport lt 3 x Samsung 850 evo 500 3 x Western Digital Wd 2TB Purple 3 x GeForce GTX 980 Ti EVGA Supernova 1200w Corsair Hydro H115i Water Cooler (280 mm) Also I'm thinking about buying some NAS for storage. Any recommendation will be helpful, I'm doing mostly HQ sims. Thanks!
-
Hello fellow Houdini users! I am using the Houdini Crowd setup. I am trying to trigger a state change in fish from a fast swim to a slow swim. I understand that using the triggers and transitions I can get animation clips to smoothly blend together over time. However I can't get the crowd steering nodes to transition together smoothly. Beneath my fast swim and slow swim states I have separate chains of crowd steer nodes, one that has low drag and high movement, and the other with high drag and low movement, and they then feed into the 'merge states' node and then into the crowdsolver. But when the transition is triggered there is no interpolation between these states, they immediately switch over regardless of the transition duration. Does anyone know a way I can get a smooth transition between two separate crowd steering states? Thank you for your help!
-
BulletSOP 2.0 - Introduction: https://vimeo.com/67030933 BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. At this moment it's single-thread application (we're waiting for official release of Bullet Library 3.0 with GPU support) but speed is very impressive already. As well as memory footprint. The plugin is free! So you can create truly stunning massive simulations. It has 6 extraordinary nodes which are very powerful and universal. All data which these nodes generate can be modified with standard Houdini nodes. This tool is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Free video tutorials are coming soon! Create freely, simulate quickly and enjoy fully! Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Includes many example scenes for studying - Support for Windows(64bit) and Linux(64bit) Links: LinkedIn group: http://www.linkedin....Houdini-4796605 BulletSOP 2.0 beta Sneak Peek: https://vimeo.com/57193837 More author videos: https://vimeo.com/user3251535 Best wishes, Milan Suk EDIT: I see that interest in this version is great, so I want to add that you need Houdini 12.5.376 build! With older or later versions I can't guarantee functionality! EDIT2: The latest BulletSOP 2.0.8 - http://forums.odforce.net/index.php?/topic/17769-bulletsop-208/ BulletSOP_2_0_7.tar.gz BulletSOP_2_0_7.zip
-
Hi, In attachment you can find fully featured BulletSOP 2.0 beta v5! BulletSOP is implementation of Bullet library 2.8(bulletphysics.org) inside SideFx Houdini. Its a plugin for creating incredible rigid body simulations. Primary it is single-thread application, but speed is very impressive. Memory footprint as well. The most important features of this release is that Its free and without limits(until now up to 5000poly objects). So now you can create real stunning massive simulations. This version is for Windows(64bit), Linux(64bit, gcc4.4) and Mac OSX(10.7), but OSX version is not stable on my system In attachment you can find example file with a lot of scenes, which are which propably the best learning resources at this moment. There is old tutorial(https://vimeo.com/57198443) for alpha version as well. I will make more tutorials for every node. And remember "Details view" is your best friend!!! Changes: - added motion blur output + example scene - faster Delete duplicity for constraints(2.6M constr. take only 4s) - fixed btLoader - added % info to btModify - few optimalization in btTransform Added new scenes: - building collapse scene(falling floor) - building scene with "snake" - high poly interior details on voronoi pieces - transform soft ropes with rigid bodies - added and changed few others examples LinkedIn group: http://www.linkedin....Houdini-4796605 Sneak Peek(alpha version): https://vimeo.com/57193837 Some info about this project: http://www.sidefx.co...wtopic&p=127978 Please, If you are interested in this project, take one minute of your time and fill this survey: http://obsurvey.com/...C4-71248188D81C Regards, Milan Suk EDIT: The latest beta v6: http://forums.odforce.net/index.php?/topic/17640-bulletsop-20-beta-v6/ BulletSOP_2_beta_v5.zip
-
Hi, In attachment you can find BulletSOP 2.0 beta v6! It's probably last beta. Official 2.0 version is coming. BulletSOP is implementation of Bullet library 2.81(bulletphysics.org) inside SideFx Houdini. It's a plugin for creating incredible rigid body simulations. Primary it is single-thread application, but speed is very impressive. Memory footprint as well. The plugin is free and without any limits! So you can create true stunning massive simulations. This version is for Windows(64bit), more are coming soon. In attachment you can find example file with a lot of scenes, which are probably the best learning resources at this moment. For more info you can check my videos: https://vimeo.com/user3251535 I'm making more tutorials soon. And remember "Details view" is your best friend!!! In this release I mostly concentrated on object parenting and exploding convex and concave objects, because I received many question about that. Now It work properly! Changes: - added initial rotation for objects - added compound object(object parenting) - prepare node has many new features(padding, decomposition, ...) - fixed few bugs - ... LinkedIn group: http://www.linkedin....Houdini-4796605 Some info about this project: http://www.sidefx.co...wtopic&p=127978 Regards, Milan Suk EDIT: The latest BulletSOP 2.0.7 - http://forums.odforc...-bulletsop-207/ BulletSOP_2_beta_v6.zip