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Found 357 results

  1. Hi guys, I've already an objects rigid body simulation in a file cache. But I forgot to transfer v and w attributes in the output part of the RBD Bullet solver, and I need them to render with a motion blur in Redshift... How can add a velocity to my objects after the file cache ? Because the simulation take hours and I try to don't recalculate it ! Can you help me please? Thanks in advance!
  2. updating vellum constraints dynamically

    Hey all! I was hoping to get some help figuring out a way to update the stiffness value of a vellum constraint geometry across the frames of its simulation. I can write an attribute wrangle like the one pictured and it will update the starting frame and the simulation bakes from there and plays as though the values werent changing at all, much less becoming negative. I tried dropping into the vellum solver and seeing if I could figure out anything in there but nothing seemed to work. Im still pretty new to houdini so I expect it to take some time but I was hoping to eventually take whats done in these two awesome videos and merge them into a project where a genetic algorithm produces tensegrities that update their stiffness over simulated time in order to deform in ways that cause them to (hopefully) roll towards a target. Hip file of the simplest version of the problem is attached in case it helps! Thanks for reading!!! VellumConstraintsHelp.hipnc
  3. Gas Disturb - Help

    Hello, I am really confused with Gas Disturb node. I tried reading the documentation and tried different values but I haven't seen much difference when I change the Threshold Range value. Can some please help me and explain what exactly the Threshold Range is doing? Thanks.
  4. Hi guys, I would like to know if there a better way to do this kind of powder stuff with a lot of detail (like the picture) than grain simulation because it's really heavy.. Thank you.
  5. I found that volunteers are making a Houdini18 version of GasUpRes. Sparse Pyro Upres, the easy way - part1 (Vimeo) Sparse Pyro Upres solver for H18+ [hipfile] (Vimeo) So, is it possible to make GasUpRes with minimal solve in Houdini 18.5 version as well as these? Thanks!
  6. hey all i'm sure this is a fairly simple one but i'm having a hard time with it :/ been at this for 6 hours today so i have a sim of a big wall exploding outward - it looks great but sadly i have a huge chunk of pieces that fly towards cam an i'll be damned if i can find a way around it - is there any force i can apply from the camera that can push them outwards instead of just heading towards the camera and through it? It would be awesome if i can art direct this a bit more! thanks Ant
  7. Hi, The problem is getting RBD Bullet pieces to floating properly: Icebreaker_fake_Buoyancy_Bullet_SpinningProblem.mp4 IceBreaker_Ship_PopForce_VexMask.mp4 im running into problem simulated flat sheets of ice being buoyant in a volume. I can get them to rise to the surface with PopFloatByVolume and also a fake popForce with vex using the pieces depth to mask the upward force. The problem is getting them to not spin around the packed bullet point per piece, and instead have proper per point of the mesh have force applied as per proper buoyancy would. So they lie flat once they get to the surface of the water volume! Struggling with the PopFloatByVolume spin settings, and PopSpinByVolume doesnt seem to play ball either. Im trying to go down the setPrimIntrinsic route, where i could blend slowly the rotation to be flatter as they get to near the surface, but im not hitting gold yet and would be great to know if theres a better route. any ideas or approaches would be amazingly appreciated. attached the hip file with where im at. IceBreaker_PopFloatVol_CustomVolumeInput_005.hiplc
  8. Hi! First post here. After months of lurking and picking up tips from other users topics I need more direct help. I'm quite new to Houdini and I hope you share some ideas. With given FBX meshes, I have to simulate a gate being rammed out from a wall. Chunks of portal around the gate are supposed to be pulled out with it, hit the ground and crumble into bricks while the rest collapses. Gate itself is animated with bones, not physics-driven. After many experiments, I couldn't achieve that two-step fracture (big pieces falling on impact and then crumbling). This is what I've already tried: 1. I've split all wall FBX into bricks using Voronoi fracture fed with array of points (four pieces total: the portal, left, right and top parts of the wall). 2. I've divided the portal into chunks by grouping fractured elements with separate glue constraints. 3. I've created set of constraints for each piece.). 4. I've constrained all parts of the portal to the animated gate. 5. I've imported gate and wall as RDB Packed Objects to a DOP and fed it to bullet solver. 6. I've set up constraints networks for each piece with SOP solvers connected. The idea was that the portal is connected to the gate by glue constraint with infinite strength (-1) and pulled that way out of the wall. After few frames the constraint is severed by deleting lines in SOP solver. Constraints for individual chunks remain until they are broken by impact with ground. Meanwhile the result is that: when portal-gate constraint is removed while the portal is still in the wall, it's being abruptly shot upward. It looks like the animation (which I can't alter) forces meshes to overlap, so they pop when it loses control over them. When the constraint is removed few frames later when the portal doesn't collide with anything, it gains such high acceleration already, that bricks spray all around as if it has been an explosion. I suspect that my pipeline my be noobish, but I couldn't find any resources on similar cases. Unfortunately I can't share screenshots nor files as they are part of a commission. I'll appreciate your help.
  9. Hello, I am a student who was asked to research how to simultate reinforced concrete destruction in houdini. But since I am completly new to houdini, I thought it would be wise to ask some people who have a lot more experience then me how I would go about to solve this issue. I don't need the complete solution or files but just some quidelines/tips how to tackle this problem since I need to find the complete solution myself. (I don't want to steal someones work) My endgoal is to create a simple model of the concrete and steal bars seperate in Max and do a simulation with a bal hitting it at high velocity in houdini. (but for now I want to try some setups on just primitive objects) And the deadline is in a couple of weeks. I am currently looking and following some tutorials about, for example, bending metal and I also saw some examples of mimicking an explosion force using the magnetforce node with a negative value. If there are some veterans who have some advice/guidelines on how to start with this problem, all help is appreciated! Thanks in advance!
  10. Hello, I am a student who was asked to research how to simultate reinforced concrete destruction in houdini. But since I am completly new to houdini, I thought it would be wise to ask some people who have a lot more experience then me how I would go about to solve this issue. I don't need the complete solution or files but just some quidelines/tips how to tackle this problem since I need to find the complete solution myself. (I don't want to steal someones work) My endgoal is to create a simple model of the concrete and steal bars seperate in Max and do a simulation with a bal hitting it at high velocity in houdini. (but for now I want to try some setups on just primitive objects) And the deadline is in a couple of weeks. I am currently looking and following some tutorials about, for example, bending metal and I also saw some examples of mimicking an explosion force using the magnetforce node with a negative value. If there are some veterans who have some advice/guidelines on how to start with this problem, all help is appreciated! Thanks in advance!
  11. Hi! I'm actually trying to get trough the tutorial series of Houdini "Destruction FX", and I need to use the Minimal OpenCl Solve for a Pyro Sim. But as soon as I turn it on, my console pops up with tons of errors showing up! I couldn't find something talking abt it on the internet as it is a pretty new feature, so if anyone knows how I could solve that it would be perfect. Here is the massive error message: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:31: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:22:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[0] = floor(xyz->mVec[0]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:23:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[1] = floor(xyz->mVec[1]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:24:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[2] = floor(xyz->mVec[2]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:23: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:36: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:115:46: note: expanded from macro 'CREATE_LERPSIMPLE' #define CREATE_LERPSIMPLE(VALUETYPE, SUFFIX) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:234:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:236:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec += 1.0; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:238:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ error: front end compiler failed build.clBuildProgram (-11) OpenCL Exception: In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:30: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:84:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:85:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mInvMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:86:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVecD[3]; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:87:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mTaperD; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:221:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mBBox[6]; // 48B. floating-point bounds of active values in WORLD SPACE ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:222:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVoxelSize[3]; // 24B. size of a voxel in world units ^ In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:31: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:22:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[0] = floor(xyz->mVec[0]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:23:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[1] = floor(xyz->mVec[1]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:24:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[2] = floor(xyz->mVec[2]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:23: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:36: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:115:46: note: expanded from macro 'CREATE_LERPSIMPLE' #define CREATE_LERPSIMPLE(VALUETYPE, SUFFIX) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:234:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:236:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec += 1.0; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:238:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ error: front end compiler failed build.clBuildProgram (-11) OpenCL Exception: In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:30: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:84:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:85:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mInvMatD[9]; // r,c = 3*r + c ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:86:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVecD[3]; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:87:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mTaperD; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:221:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mBBox[6]; // 48B. floating-point bounds of active values in WORLD SPACE ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CNanoVDB.h:222:5: error: use of type 'double' requires cl_khr_fp64 extension to be enabled double mVoxelSize[3]; // 24B. size of a voxel in world units ^ In file included from :1: In file included from C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include\CVDBUtil.h:31: C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:22:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[0] = floor(xyz->mVec[0]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:23:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[1] = floor(xyz->mVec[1]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:24:41: warning: double precision constant requires cl_khr_fp64, casting to single precision coord->mVec[2] = floor(xyz->mVec[2]+0.5); ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:23: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:117:36: note: expanded from macro 'CREATE_LERPSIMPLE' cnanovdb_lerp##SUFFIX(VALUETYPE a, VALUETYPE b, float w) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:124:19: error: use of type 'double' requires cl_khr_fp64 extension to be enabled CREATE_LERPSIMPLE(double, D) ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:115:46: note: expanded from macro 'CREATE_LERPSIMPLE' #define CREATE_LERPSIMPLE(VALUETYPE, SUFFIX) \ ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:234:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:236:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec += 1.0; ^ C:/PROGRA~1/SIDEEF~1/HOUDIN~1.351/houdini/ocl/include/CSampleFromVoxels.h:238:25: warning: double precision constant requires cl_khr_fp64, casting to single precision qxyz.mVec -= 0.5; ^ :103:19: warning: double precision constant requires cl_khr_fp64, casting to single precision if (s_speed < V_EPSILON && t_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :103:42: warning: double precision constant requires cl_khr_fp64, casting to single precision if (s_speed < V_EPSILON && t_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :106:24: warning: double precision constant requires cl_khr_fp64, casting to single precision else if (s_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :108:24: warning: double precision constant requires cl_khr_fp64, casting to single precision else if (t_speed < V_EPSILON) ^ :90:19: note: expanded from macro 'V_EPSILON' #define V_EPSILON 1e-10 ^ :118:22: warning: double precision constant requires cl_khr_fp64, casting to single precision if (dp > 1 - A_EPSILON) ^ :91:19: note: expanded from macro 'A_EPSILON' #define A_EPSILON 1e-5 ^ :124:22: warning: double precision constant requires cl_khr_fp64, casting to single precision if (dp < A_EPSILON - 1) ^ :91:19: note: expanded from macro 'A_EPSILON' #define A_EPSILON 1e-5 ^ error: front end compiler failed build.clBuildProgram (-11)
  12. SpaceX F9R explosion

    Hello everyone! This is my first explosion. I tried to replicate the explosion of the R9F. Any feedback is welcome! Thank you!
  13. Hi everyone Im trying to get vellum dop system to emitt particles only between certain frames (Please see attached picture) Is there any ways of controlling vellum dop so that it triggers the simulation only at specific frames? something like $SF>11 & $SF<16 that one can use in the POP source's impluse activation? At the moment it seems to only accept one rule of emitting at a particular frame and it does not stop emitting I tried setting the emission type to continuous but that doesnt work either Thank you
  14. I have a vellum sim with many failed self-collisions that I'm sure how to resolve. They are marked in red in the attached video. The resulting sim has the general behavior I was looking for, but with some ugly artifacts. I want the ball to squish as it pushes through the opening and pop back into place on the way out. That works like I hoped, but the ball shape ends up with dimples, presumably because of the self-collision issue. The HIP is attached, and you can download the cache files as a zip or 7z. Any advice for debugging this? Thanks in advance! vellum_self_collision.mp4 skin_tear.hiplc
  15. Hello. I'm working on fluid sim which pushes RBD objects. RBD object's interaction(without Fluid) seems fine in Bullet and RBD solver, but when I came to make flipfluid to push RBD objects(not packed) forward, it seems not working. I tried days for fixing the problem, but I cannot find a solution for this... Am I missing something here? Here is the result movie and .hip file(H18.0) of my basic setup. Seasaw_RBD_x_FLIP_interaction.hip Seasaw_RBD_x_FLIP_interaction.mp4 Any helps, kindly suggestions are welcome! Cheers, koba
  16. Flip extruded borders

    Hi, I have a problem with a flip simulation. I'm trying to do a big splash but when I convert the particles to surface, it creates these strange lines or extruded polygons on the border of the box simulation. Someone knows what is happening? I've tried to modify various parameters in the particlefluidsurface node but this only change the place or the shape of this weird polygons. Thank you very much for the help. PD: I can't make bigger the box cause I'm limited by a real camera shot.
  17. EDIT: Just doing a clean up; So I'm looking to import CFD data in order to drive a particle simulation in Houdini. So far I've managed to import the data through the Import Table Node. Get position values from 1 ID Group according to all ID's and even for one instance animated a sphere along the point positions of 1 group. 1 ID value. Does anyone know where I should be going from here? Which node groups I should be looking at? What would be my ultimate goal would be to use this data tot drive a particle simulation, eg each id relates to a particle and it moves along the corresponding positional and velocity information contained in the CSV. As always any and all help is greatly appreciated. Kindest regards, Chris Particle_Test_CFD.csv
  18. Vellum wire not wrapping right

    I am trying to play with the new Chain SOP and thought it might be cool to do some sims inspired by the example used in the release teaser and I am having some trouble getting Vellum to behave in an expected way. I have a single curve being attached to a cylinder that is spinning on it's axis. The wire should fall under gravity and wrap around the cylinder, but instead it wraps part way around, then holds its stiffness and just gets whipped around. I have had it setup such that the rotation stops after 1.25 rotations and tries to let the rest of the wire drop down, but it just stands there, mostly erect, hanging off the cylinder. Defying all gravity. I have messed around at length with the bend stiffness, going so far as to set it to 0. I have messed around with all of the bend settings. The wire is also stretching by A LOT more than I want it to, but I have gotten some success with the stretch stiffness parameters seeming to work out correctly. What am I missing?
  19. Vellum Red Fabric

    Hi Houdini Artist, Wanted your help for achieving the reference as part of my assignment. Kindly check below the reference and my achieved result using Houdini. Thank You in advance. https://www.shutterstock.com/video/clip-1054518218-4k-wave-red-satin-fabric-background-silk Red_Fabric_Day2.mov
  20. How can i achieve this sim with 8 GB RAM?

    hammer flip tank hammer smash flip tank I'm trying this sim with a person walking instead of the hammer guy, but because of my specs, nvdia 940MX, i5 8th gen, it's next to impossible. So I am searching ways to do it with a low res still achieving the ripples and smashes. Also, how can I make only the legs as a deforming body? I imported fbx animation. and selecting the leg geo and clicking the shell deforming body is what I am doing. Therefore only the selected mesh is moving and the rest is staying in the initial place. I just want to achieve this sim by hook or crook. Please don't tell me to up my specs. Obviously, I can't achieve ditto but If you have any idea how I can achieve this with low specs and still not miss out on the core of the sim I would be really glad. and please do tell how to make only certain parts of an fbx animation geo as a collision object.
  21. Pyro trails explosion

    Hello, I am trying to recreate the trail explosion at the beginning WITHOUT the rebelway course. I want to challenge myself so please don't say that I should buy the course. I have set the challenge by myself I have figured out how to achive the particle trail simulation and I can do this without any problems. But now I am stuck on the smoke/fire part. I don't know how to attach the smoke correctly to the particles when the particles are moving with fast velocities. Because when I am pressing the pyro fireball shelftool then my particles are showing like smoked points even if I increase the pyro substeps. I can do the particle simulation without problems I hope probably someone could help me here
  22. I'm having trouble moving this simple falloff through a vellum object to activate/deactivate the stopped attribute. The attribute is definitely working, however it will not update during simulation. I can't seem to get it to work during sim. Any help would be appreciated. vellum_falloff.hiplc
  23. Independent surface tension

    I am trying to achieve the effect of having a solid piece of geometry sitting as a fluid, being brought in by either volume source of pop source. This initial piece just has fluid ripples. The second part is I have emitters in the same dop network that are there to create a dripping effect. So it looks like this liquid that is holding shape is dripping. The problem is that I cant seem to create independent surface tension for the two separate sources. If I increase the surface tension to what I need then the main piece of geometry gets washed out. I have been looking for a solution to this but nothing comes up for Houdini 18
  24. Playpack simulation doesn't work

    I simulated a simple particle and I saved the .sim files with output node inside dop, I used $F to save simulation files, but when I enable the playback simulation nothing happens, it can't play the cached files what's the problem?
  25. Help with Grains & RBD's (beginner)

    Hello, My issue I am facing is getting geometry(mushrooms) to interact with grains (soil). I've tried setting the geometry to a RBD hero object and the grains as collision geometry however this is not working. Any solutions would be greatly appreciated thanks:) Mushrooms.hipnc
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