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Found 190 results

  1. smaller ripples

    Hi guys, I have a flip simulations where I am dropping a rock in a vase. I would like to keep the velocity of the splash it generates, but I would like to decrease the amplitude of the waves that the flip sim creates. I've tried to play with the velocity smoothing, but it will also decrease my splash highness. any suggestions? maybe it's worth doing it post sim? thanks a lot
  2. destroying animated geo

    hello, i am currently doing some r&d for a bigger project in which i have to destroy certain parts of a transforming building. so i started to animate a building-like shape with a growing collider inside, so I could start researching how to fracture and constraint animated geo and destroy just the parts that really get hit by a collider while the rest follows the animation. it worked out quite good, but now i got to the problem that even if the destroyed pieces are laying on the ground, they still sort of follow the overall animation. I tried to put deforming to 0 in a sop solver inside dops after reaching a certain speed but that didnt really help at all.. can some of you give me any advise? thanks in advance! animFracTest.hip
  3. Subdivide / interpolate voxel?

    Hi guys, I'm working on some pyro simulations which require dense fluid look. I have to crush the density remapping to achieve the dense look. But the banding issue appears. So I'm thinking is it possible to subdivide each voxel to 8 small voxels and interpolate the density value? Thanks!
  4. POP Grains - Experiments and Issues!

    Hello, I have been experimenting with Grains node and shelf setups as as custom setups. I started with a sphere, then a sand castle and last was a statue. Some results were pleasant then I ran into some issues. Weird and strange behaviors such as floating sand clumps. Mainly it looks like too much force or friction. The problem that the solver feels like it is too sensitive (minor values can change things very quickly). Any pointers or advice is greatly appreciated. Copy_of_SandCastle.mp4 SandCastle_002.mov SandCastle_003.mp4 SandSolver_issue.mp4
  5. guided ocean from animated geometry

    Hello this question was originally asked here (and I have pretty much the same question) https://www.sidefx.com/forum/topic/46028/ "I am wondering if it's possible to simulate a thin layer of ocean from any given geometry mesh in houdini?" Or from my input mesh that is a deforming animated plane? It is basically wave previs anim from Maya -- I am looking to drive a flip sim with this animation similarly to bifrost guided parameters: In the sidefx forum I linked someone mentioned "- detect position of flip particle if it is below or above the surface if below the surface but the distance with the surface is below a certain threshold advect it by the point velocity. if the distance is more than the treshold it get deleted every frame." I was wondering if someone can headstart me with how to go about this implementation, does this process need to be done within the solver? Thank you all for your time! -Shane
  6. I am trying to create a solid object, with hair simulation that can collide with other surfaces. Right now I am using the "Organic mass" shelf tool, to create a solid object of a sphere. I am then applying hair (Add fur) and then adding hair simulation (Also via the shelf tool) I have also added a ground plane. When the solid object collides with the ground plane (And the object begins to deform), the hair simulation explodes. Is there another way to create a solid object with hair simulation, that will work, when colliding with other objects?
  7. CloudFX to Pyro

    Hi i created an animated cloud with cloudfx and cloudnoise node. At a specific frame i want to switch to a pyro sim and use the exact same volume as a starting point/and source - to initiate an evolving cloud. (I applied on both the cloud material) Is it possible to append to the cloud the same resolution as the pyro sim and to have no glitches when playing the change from pure cloud sim to pyro sim. What do i have to consider - or what would be the workflow? Thank you for ur help testhip.hiplc
  8. "Mimic" Creature

    Hello everyone! I am a newbie to Houdini and try to teach it myself; I hope that this is the right place for this question. Also please excuse my English as I it is my second language. I saw Edge of Tomorrow and was amazed how dynamic and alien the "Mimic" creatures looked. I tried to recreate the effect, but I get stuck on how to approach the "secondary tentacles" (the smaller tentacles following the main rigged curve) and the "growing" effect. You can see the look I am trying to recreate in the video. First (hip file)I tried to use the main curve to scatter points, get the Transform and Rotation Matrix and move them away from the curve(also tried to randomize the displacement distance or use a noise to get a little bit more "natural" behavior). However this doesnt give me the organic movement and growing behavior that I am trying to achieve. Next I tried to work with particles and somehow move them using a curve force, but first of all I couldn't get them to follow the curve properly and they also don't interact with each other. It is probably a fairly easy problem but I cant wrap my head around how to even start. I would be very thankful if you could help me; I don't need a full walkthrough but kind of a concept or a rough idea how you would approach such a project. Also if anyone is interested I will share my HIP File if I have a breakthrough. Thank you very very much for reading and have a nice day. Hans tentacle.hiplc
  9. Is it possible to use at point group from sop level, to constraint points in a dop (wire sim) with the "SBD Pin Constraint", instead of manually typing in all the points, that has to be "Constrained Points"?
  10. Hi, rebels! I`m currently looking into some Houdini flip RND and I got this shot where I need to paint friction attribute on one side, e.g the water falls faster on one side of the ground. Is this a straight forward thing or is it a bit of a pain in the "!$ due to the nature of water? I attached a test file so you guys can get a sense of what I`m talking about friction_water_test_v001.hip
  11. Hair with soft body sim

    Hi guys! I have been trying to figure out how to re-create this effect. https://www.instagram.com/p/BiMSgmaHHQT/?hl=en&taken-by=hellompc I have a few questions as to how I should go about this 1)Would I simulate the soft body first followed by the hair or simulate both of them together? 2)Using the simulate guide shelf tool,it creates a separate network that is not part of the autodop that the organic mass shelf tool creates, Thank you!
  12. Collision object in Pyro sim

    Hi everyone, I am working on a smoke simulation and i have imported my collision object with source volume into my Pyro sim. No matter how much I increase the smoke divisions as well as reducing the voxel size on colliding geometry I still get jagged edges when smoke interacts with it. I have attached a screen capture here to make it more clear. Is there any way to smooth the jagged edges or am I missing something in the process? Any tips would be greatly appreciated!
  13. Hi, I'm trying to get a rigid body destruction simulation working in Unreal 4 as a vertex animation using the Game Development Tools. I've got it looking pretty good in game now, except some of the pieces tend to randomly flip briefly as they rotate. It usually looks wrong for about a single frame or two. I've seen similar problems in sims from Maya, and it's usually been some sort of gimbal lock or euler problem. I'd usually be able to fix them by turning on unwind curves, applying a Euler filter, or by hand if it was just a few pieces. What is the best way to deal with this in houdini 16, especially with a large number of pieces? Is there a filter I can apply to the animation curves? Also (sorry, I'm still new to houdini), where would I access the animation curves on a file cached sim? Thanks in advance! Brian
  14. I have a collision object that I want to push through a particle sim area. I want to remain the small sim area (box) so the particles stay inside the tight area but once it gets hit by the collision object the particles that were affected by the object fly off. How can I achieve this? Thank you, this is the file I am talking about. Particle Collision Tester v03.hip
  15. Hi everyone! Let's say that I have some smoke shooting in one direction. I would like to have the orientation of the simulation container aligned to that direction to try reducing the number of unused voxels. To do that, I'm using a Point Position DOP and all is fine until I try to source my volumes. In the SOP context, the velocity definitely goes into the direction that I want but, when imported into DOP, it looks like it's being interpretend as being in a space local to the one defined by the Point Position DOP. In other words, it doesn't go anymore in the direction that I'd like to. I fixed that by doing an inverse rotation on the source volumes before they're being imported in DOP but it looks a bit hacky. Is there a better way? See attached scene. Cheers! reorient-simulation-container.hiplc
  16. Color to cloth attribute transfer

    Hi guys. I'm pretty new to Houdini and I'm really unsure of the avenue to pursue achieving this effect. Essentially I have a grid with a solver changing the color of the points over time, like the infection system Simon Holmedal used in the HypervenomII spot. I then want to use this attribute to activate the cloth solver (black not affected, white affected). I really stumble at what stage in DOPs I can implement this attribute. I tried to add POP force however this doesn't work with cloth. I played a little with the multisolver node and mask input to the gravity however I have no idea how they work. If anyone could shed some light on this it would be massively appreciated. Scenefile attatched. Cheers Al Infect_To_Cloth.hip
  17. Link to tutoial -> https://gum.co/imSYS In this comprehensive stand alone tutorial we will go over how to set up scene-scale clustered pyro simulations and blend them together post-simulation to make it appear as if it is one large simulation. This process will lower simulation time, allow for higher resolutions, and be more efficient when saving to disk because there are fewer voxels. This process will also optimize large scale pyro scenes, so that simulations are only calculated where absolutely necessary and blend them together so that it appears as if it is the same volume. This tutorial comes with all digital assets, a documented and fully set up file as well as a starter file for following the tutorials along the same as I work through them. An intermediate tutorial for those looking to speed up their pyro workflow, learn some VEX and create massive sims. Includes a documented scene file and all digital assets! Hope to see everyone leveraging these optimizations in the future to create massive simulations and squeeze in those extra few iterations before deadlines! You can reach me at trzankofx@gmail.com for questions or comments.
  18. Hello, i am currently working on my final student projet where i make a plane crash with Houdini. I base the workflow of this project around the RIGIDS III tutorial by Steven Knipping. Everything is working fine until i bring in a simple glue constraint, and when the simulation gets activated at a said frame the simulation simply does not happen. It works when i disconnect/disable the constraint. I already tried to unpack the alembics upon importation with the alembic node but that didnt change anything. What is weird is that everything was working fine when i used the model given with the course. I haven't really found anything that helped me online, so hopefully one of you can help me with this issue, i would appreciate it A LOT. I will attach the files down below. Thank you ! plane_sim.rar
  19. Glue Constraint Gravity

    I have been spending some time creating and destroying a building in Houdini but am currently hung up on a constraints problem. In my hip file I have my procedural building, I fracture it, and send the pieces to be constrained together. I haven't meticulously created the constraints yet, I just wanted to get everything in and working first. When I run the rbd sim a ball crashes through the building and blows the middle part of the building away but the top part of the building just sits there floating in the air. Not exactly sure what I'm doing wrong here, if anyone can point me in the right direction I would greatly appreciate it! The hip file has a top level control node to cache everything for you to quickly test skyscraper_destruction.hipnc
  20. Hi ! I'm trying to distribute pyro simulation among several computers using hqueue And whatever i do i can not get proper results ! i've attached sample scene ! everything is done using shelf tools only (no custom multisolvers, etc.) as you can see the container, divided by 2 along X axis, looks fine ! but ! container divided another way looks wrong ! and i can not get what is the problem ! i just change slice division and nothing more .... distro.hip
  21. So often I create some different file cache nodes, from my "dop output". When simulating I often need to see how the sim is acting after 50 frames. But I can't resume the simulation, from frame 50 and to the end. I can imagine that, it's because the simulation, don't know the previous frame and therefore don't know how to calculate the next. Is there a fix/tip to get this working, like giving the solver the prev frame, to continue the calculations?
  22. How much memory do you use?

    I am putting a new computer together. I am in doubt of how much memory I am going to use. My current configuration is 2x GTX 1080ti and 64GB of ram. I am rendering all my stuff in Octane, and can therefore benefit of the two 1080ti's. But I don't know if 64GB ram is enough. Are you guys, and girls often experiencing that your simulations is maxing out at least 64GB ram, when simulating stuff? The alternative, would be 128GB ram and only one 1080ti. (64GB ram cost about the same as a 1080ti)
  23. Hi everyone - been fairly quiet on here of late due to work and life being a bit hectic! anyways i'm looking to achieve a cloth simulation on my Deadpool character. I've modelled the character in maya to a fairly decent resolution overall. He's textured to a fairly decent quality too. But i want to push it and achieve some cloth simulation if i can on him to get it to a further level visually. This wont be for all shots but if i could achieve it on some slow motion shots that would be epic! heres my thought process... obviously with him being animated i want to fire out an alembic cache from Maya to Houdini. i may need to potentially remesh it so there are plenty of triangles? Then assign cloth parameters to my mesh. but he'll need collision geometry inside possible - so its likely i'll need to setup that geometry in maya and export that as collision geometry too? Hopefully with some time spent on decent sim quality i'll get some nice crease results around the joints ? then i'm stuck on how to deal with various bits around his body - stuff like the leather strap that holds his swords on or the arm braces. Then of course the belt round his waist. I then need to get this back to maya for rendering in vray so i reckon alembic export afterward should help. I should be able to find a way to preserve uvs. My texture is a simple drop-on - one shader does it all! Is this all a bit brute force do you think? I'd love to get some thoughts from you chaps If theres any of you VFX gurus out there in film studios that could offer me some advice? If you worked on the films or other stuff all the better lol! Thanks in advance hope you like what you see below Ant here's some screenshots.. UDIM texture layout... Should give you an idea of the mesh resolution... to give you an idea of what i'm up to you can check out this teaser here. I'm planning alot more than this teaser shows off and some expected Gore and guts so there'll be some amusing tomfoolery with FEM and grains for @Farmfield to have some lolz with hehehe
  24. Cable Overheating

    Hi everyone, For an upcoming project, I need to create the effect of an extension cable overheating. ie. holes being burnt in the plastic casing of a wire and then smoke emitting from them. This is a good reference, particularly the shot at 1:26 https://www.youtube.com/watch?v=jGPkkOU3Uf8 The problem I am currently having is that for smoke to emit from these little holes, the source volume has to be really tiny. This requires a ridiculously low division size just to get the sim to work, making it impossible to easily preview the simulation. I'm thinking there must be a better method for doing this, so if anyone has any suggestions, I'd be happy to hear them!
  25. Hello guys. So, I'm feeling really dumb here. I have two edge groups, tear and tear_poly. All I need to do is to create a third group with the intersection of the first two. But I dunno why, nothing is happening. I'm doing a simple setup for cloth tearing using edgecusp sop. I already did it before, and it works like a charm, but I dunno why, the group intersection is not working I will put the hipfile and the original geometry to download, with a brief video showing the problem. Any thoughts? https://www.youtube.com/watch?v=5oDvBQ5AWcs&feature=youtu.be cloth_honda.rar
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