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  1. Hello all, Maybe a dumb thing, but I can't figure it out right now. I rebuild a simple setup to understand the issue (you will find the file attached) I have a simple wall that I want to break (RBD SOP) I created a sphere emitter on the other side, with RBD bullet solvers too (RBD SOP), and switches ($FF%20==1). Plugged this one into RBD (wall) for collision. Issue : Only my first sphere is taken in account. 1) Do I need to use DOP ? (didn't figure out the setup yet) 2) I guess as the sphere are spawn over time, the solver can't understand the data ? Let me know your thought. Thank you RBD_Emit.hipnc
  2. Just testing Houdini muscles speed with mid settings Muscle pass 30 min (20 coll pass,1000 const inter) muscl remesh (min 0.007 - max 0.013) Tissue pass 3 hs ( 600 const inter,max tet size 0.039) Skin pass 30 min (300 const iter,3 substeps) sin remesh min (0.006-masx 0.01) Karma Xpu render 250 frames - 3hs Rig:5950x 64gb 4090
  3. Hello, I'm new here. I've been trying to achieve a close-up look of liquid, similar to the crown title sequences. I'm not sure if it's created using VDB, FLIP, or a mix of both, but I'm stuck at the moment. Could anyone suggest other methods I should try? I'm specifically aiming for the look seen at the 11-second mark where the liquid is filling up in close-up. Thanks in advance!
  4. Hello guys, I am trying to build a RBD sim with 2 type of constraint, glue and conetwist when it is breaking.. I can't figure out with it is not really breaking during the sim.. I share my file and the printscreen video, thank you for helping Cheers, SLE https://i.gyazo.com/0312ec2bd3fa451b20515800ada49ec4.mp4 Pyro_rbd_013.hiplc
  5. Hi! I am pleased to present you one of my assets - HDA Simnshot 1.0 This is a highly efficient tool that allows for rapid development of scene physics involving shots and the creation of a wide variety of procedurally added effects. The tool easily integrates into various scenes and can handle the primary workload when creating scenes with shots. However, you can also use it as a real-time shooter if you enjoy causing destruction in Houdini and interacting with the simulation in real-time. Automatic trajectory calculation through tracking, rebound effect, procedural addition of various effects to impact areas and moving points, controlled interaction with simulation, addition of explosion sources to impact positions, creates a polygonal model of the movement trajectory inside an object and much more. This is my personal project, and you are free to use this tool without any charge. Documentation, tutorials and asset downloads are available on the asset page on my website: https://spongefx.art/hda#simshot or asset page on my GitHub: https://github.com/SpongeFX/simshot Using Guide on my YouTube channel: https://youtu.be/PMOWB7IcZU0 If you have any questions, ideas or interesting projects, please feel free to write to me.
  6. having a bit of a nightmare with this one... this is my shot... hulk swinging a log at thanos lol (sorry for the 6mb gif!) so i want the log to explode on impact so my log geo was created and uv'd in maya... i exported as a cache with the animation as alembic... it all seems to come into Houdini nicely... I then set it up with rbdmaterialfracture and then some uv nodes to texture the inner pieces.. i just use a simple sphere for collision that i then shrink after impact and move down through the floor to get it out of the way lol!... I have my uv's on the log and it looks fairly nice overall i think... i'm using the rbdconfigure to switch between deforming and active ....thanks to @rohandalvi for his little video tutorial on youtube Here's where it gets tricky in maya... I'm exporting the cache as alembic but its not bringing the uvs in correctly... some parts seem to be nicely textured but then a bunch of chunks aren't working... this is the log geo in Maya viewport and when rendered it doesn't texture those parts as needed... Sorry for the longwinded post i just like to use pics to help it be more clear I've included the log abc cache and a the hip file incase anyone wants to take a look and point out where i could be going wrong? Thanks everyone! Ant shot_MIND_0110_log_v01.abc shot_MIND_0110_setup_v001_clean.hip
  7. Hi all! I have a clothing simulation in an alembic by marvelous designer There are places in the simulation where the fabric is twitching or behaving strangely Are there tools that can change the alembic? Sculpture animation, for example... Guys help, I can't figure it out myself! Tell me what tools you can use!
  8. Hi guys, Does anyone know how we can use the "Gas Surface Snap" microsolver in a sim? I reviewed the documents but honestly didn't get how I could use this DOP node. I would appreciate any ideas or tutorial links... Thanks for helping.
  9. Hello! I'm following this tutorial: and have been getting similar results up until around 22:10, when my simulation behaves entirely differently. My worm just goes flying. I've messed around with the values in the set_force attribute wrangle inside the sop solver, but can't seem to get anything like what he is. Obviously it's working to some extent, because a force is being created. I'm pretty sure I did everything the same as him... can anybody help me out? Here's my file:Larva2.hipnc
  10. Hi guys, I hope you can help me with setting up this vellum inflation scene... Basically, I have animated a sphere expanding and used the rest blend node inside the vellum solver to inflate the sphere. What I would like to achieve is an interaction where the vellum inflation sim interacts with a rigid body 'plinth' that it is initially sitting on rather than it just being a static collider object. I have tried using the vellum shape match constraint for this behaviour but have found it tends to deform the shape which is not ideal. Preferably, I would like to know if it is possible to use RBD dynamics inside of a DOP network and have that interact with the inflating vellum sim... The entire sim would also sit inside of a static container too as the plan is to squash the vellum soft body against the walls of the container. Any help on this would be really appreciated. Thanks! Vellum_Rigid_Body_Interaction.hiplc
  11. At 00:30 sec there is this beautiful particle effect in this video. Any suggestion how this was made?
  12. Hey there! I am asking for some help regarding water ripples. I've put this together in C4D but of course it's not in any way realistic, need Hou for that. I want to create water ripples emerging from the objects; and I've started using the shallow water solver, but I've not quite grasped the concept with how I would do these emerging waves (creating a volume velocity field was not really successful, (but I'm not super knowledgeable, who knows)). It's looking alright per se if I set the colliding objects as the seabed layer and input a water layer as well, however once I try to create the emerging ripples using the objects as a mask for the source layer, the whole sim breaks. If you have any advice, I'd love to hear it, maybe there's another better way. Thank you in advance! 2023-06-02 16-31-44.mp4
  13. i try to create this effect with flip simulation but I can't.... pls help me https://www.youtube.com/watch?v=DHRSkRLJpqU
  14. Donuts & Cupcakes! What? This is the theme of my new 3D animation [V2] of dominoes falling down! The goal? Have fun and training my skills in 3D simulations under Houdini v18! Technical details : - Houdini 18 -> Modeling, textures of Cupcakes and Donuts, rigid body dynamics simulations, placement and cameras paths. - Blender 2.83.1 -> Textures, lights and rendering with Cycles, because Houdini's mantra is really too slow to calculate ... Now enjoy it and leave me likes and comments, it's always a pleasure !! Here : https://www.youtube.com/watch?v=0sFKkirxTbk
  15. Dear ODForcers, I have a question regarding increasing sub-steps to increase quality and accuracy of ANY dynamic sim [NB: this ALWAYS seems to be suggested by tutorials]. Obviously having less is helpful for iteration testing speed, however I find whenever I increase them I nearly always get dramatically different results, whether RBD, FLIP, PYRO, etc (or combos of these). Having had a bit of a think about this I was wondering what issues there are with cranking the sub-steps. I imagine 2 things may affect it: 1. Vector and Scalar quantities scaling differently (although maybe there's tricks in the solvers to get around this) (and surface stuff, 2D?) 2. [and I imagine this is the most important] Chaos Theory Anyway, trying to learn to be an FX TD from home and any advice and chat is MUCH appreciated. Thanks 5D
  16. I have attached my Houdini file, containing my simulation for a paint along my logo. I am using FLIP Fluids and multiple collision objects. I don't think this is the best way, manually key-framing multiple objects against a flow object, and I don't know how to achieve a constant flow. Please give suggestions. Many thanks! https://drive.google.com/drive/folders/1nStkBKHvVOi8k6e8A_uOLiCwCafBLvBY?usp=share_link
  17. We are producing 5 hours long web series, integrating live shoot with 3d virtual production. Our film division consists of researchers and artists. We are looking for a competent and passionate Vfx trainer and consultant to: Train our team in Houdini Remain engaged with our researchers and artists team to troubleshoot as and when problems are faced. Guide us by bringing your experience to enhance our film user experience. Duration: To be determined together Location: Remote training and open for visiting if required Reach Out at lipika.jain@nvlife.net ABOUT US We solve problems. We classify all human problems into three categories. We call them suffering. 1. Distress- Emotional body issues 2. Mental Disorder- Mental body issues 3. Disease- Physical body issues We are a 12-year-old deep research-based organization that has been converging ancient wisdom and science to bring out solutions to reverse any form of suffering humanity faces. Our research led us to write the book and that led us to start online courseware during the pandemic. In the process, we produced more than 10,000 hours of content and continue to create more. We are now moving up from being researchers, writers, teachers to storytellers where we are producing films and web series based on our content to reach every household as per our vision. For our transformative journey from researchers to storytellers, we are expanding and looking for an ecosystem of artists who can transform our vision into a visual and audio appealing story in a simple manner while it reveals the deepest of the secrets that trouble humanity on a daily basis.
  18. We are producing 5 hours long web series, integrating live shoot with 3d virtual production. Our film division consists of researchers and artists. We are looking for a competent and passionate Vfx trainer and consultant to: Train our team in Houdini Remain engaged with our researchers and artists team to troubleshoot as and when problems are faced. Guide us by bringing your experience to enhance our film user experience. Duration: To be determined together Location: Remote training and open for visiting if required Reach Out at lipika.jain@nvlife.net ABOUT US We solve problems. We classify all human problems into three categories. We call them suffering. 1. Distress- Emotional body issues 2. Mental Disorder- Mental body issues 3. Disease- Physical body issues We are a 12-year-old deep research-based organization that has been converging ancient wisdom and science to bring out solutions to reverse any form of suffering humanity faces. Our research led us to write the book and that led us to start online courseware during the pandemic. In the process, we produced more than 10,000 hours of content and continue to create more. We are now moving up from being researchers, writers, teachers to storytellers where we are producing films and web series based on our content to reach every household as per our vision. For our transformative journey from researchers to storytellers, we are expanding and looking for an ecosystem of artists who can transform our vision into a visual and audio appealing story in a simple manner while it reveals the deepest of the secrets that trouble humanity on a daily basis.
  19. Hi Everyone, First: I only need advice on M1 Max performance. I know the fact that Custom PC is a cheaper solution (I have one currently). I will travel a lot in the next few months. I want to buy a M1 Max 16'' with: - 10 Core CPU - 32 Core GPU - 32Gb Memory - 1Tb SSD My current PC Specs: - Ryzen 9 12-Core - RTX2070 Super 8Gb - 64Gb Ram - 1Tb Nvme / 1Tb SSD I wonder if 32Gb will be sufficient to run some simulations (Vellum, Fracture and Fluid)? I'm in doubt regarding the 64Gb Upgrade (or not) I know that.. there's never something like ''too much RAM'' But I wonder if someone had already did a try on Houdini simulations on a 32Gb M1 Max 16''? Is it decent? Are you able to work properly? It's already a lot of money, and even if, when you spend 5000$.... 500$ upgrade could appears ''okay'', But I don't want to spend ''too much'' at the end. (I read myself again..Yeah.. 5000$(with taxes) is already .. a sh*t load of cash) I don't work exclusively on Houdini, but also on Unreal, Unity, Substance, Blender. Ps: At the end, this need to be my main (and only) computer Thank you for your time! Take care EDIT: For the same price (~5000$) Do you have some very good (windows) laptop in mind? (at least 64gb RAM and very good GPU // Optimized for VFX)
  20. I'm trying to replicate this effect to learn. I've attached the ref and my flipbook. Feels like I'm close from a setup perspective? Wondering what I could do differently so it feels more sandy. I'm using a flip sim advected by a AA Flow Noise Velocity field. Somehow I don't get the same "sandy" look. Any ideas how to get closer? sand-flip.mov sand-ref.mp4
  21. Hello folks, I have a picture from the recent DART satellite impact from NASA (see below). I wonder, if there is a way to recreate this impact-streaks-effect in Houdini. What I already tried: - created a particles simulation (tried to drive a smoke sim on those particles, then use this pyro sim to drive the same particle sim ontop of it - by using the node: "pop advect by volumes") - created jittered lines form a sphere, but here I am stuck on transfering the velocity attribute to the particles, so that they should move along these jittered lines =========================================================================================================================================== Now I am asking this forum to help me recreating this type of effect. How would you do that? Please only explained answers - short answers are useless! so, I would appreciate if you take your time to answer this question. Thanks in Advance
  22. Hello Everyone! This simulation was created with Houdini, then imported to a blender and did the render, it's a soft body simulation, but the results are not realistic, Banana seems like its rigid, and fruits seem to be bouncing too much, stuff like these. Houdini FIle is attached without the models to make the file lighter, can provide full project if needed. Also would like to hire if you think this is going to be lots of work. Thanks for the reply in Advanced. fddroptest v6 08102022.mp4 Softbody_fruits_v56.hiplc
  23. Hello, I'm just getting into vellum and the solver seems fast and cool but I'm trying a sim here where the geometry tries to attach to its collision geo, but that ends up being very jittery at the end with what seems to be no loss of energy. I've uploaded a scene file. I've tried to set @v to zero at the end and that still hasn't worked. What're the steps to making this solver behave? vellum_basics__jitter_02.hip
  24. Hey, First time posting on the forums looking for some help with a simulation I'm running. So I'm trying to create an effect similar to the ref video here: The effect is a macro shot of soap bubbles entering frame and sitting on top of a surface with some slight movement at rest. Again nothing has to move through the top surface. My current Idea and set up is to run a flip sim to get the motion, take points from the sim and pin some vellum sphere objects to some of those points at their center to get the soft bubbles "layer" then do some vdb combining of the vellum objects and the base fluid. Am I going down the right lines or is there a better way to mix flip and vellum together? Any input is very welcome along with any tests for similar problems people have faced. Also If this isn't in the right place let me know to move the thread! Can post my hip up if it helps. Thanks in advance! Media1_ref.mp4
  25. when I simulation fluid in Houdini, some particles just pass through the colled object. what should I do?
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