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Showing results for tags 'simulations'.
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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
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I made a setup where I'm wedging a flip simulation and generating one flipbook per simulation. In the end I combine them using imagemagick. I'd like to know if it is possible to wait for each wedge to end generating the flipbook in order to start the next simulation and only when it is all done generate the mosaic with imagemagick? As it is now, TOPs calculate 4 simulations simultaneosly then creates 4 flipbooks also simultaneosly and only in the end it joins all the flipbooks together. My problem with this method is that sometimes I run out of memory...
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Hello fellow magicians, I've struggled alot with RBDs in the past. Along the way, while doing various projects I spent countless hours researching and debugging and I realised that most of the information is scattered all around... and this is not ideal. So I thought it would be a good thing to have a "main" post where more experienced artists and TDs could share a bit of their experience and .hip files with the rest of the community. There are many instances where this happens here on odforce, for example the thread on small scale flip fluids or the thread on getting rid of mushrooms in pyro. Since I'm starting this, It's only fair that I share a little .hip file myself. With this exercise I'm creating the tipical situation where the Bullet Solver can't stop the wood shapes from jittering and spinning and the simulation doesn't come to a rest. So I added popwrangles and a popspeedlimit to solve the problem. I'm aware that there might be more optimized ways of doing this, maybe with a POP awaken node? Nonetheless, this is my approach to solving the issue. As a bonus trick, I added a way to awaken the inactive pieces only near the desired collider. Here is a very good article on tips and tricks for bullet simulations in case you wanna have a look: https://80.lv/articles/destruction-simulation-tips-and-tricks/ Cheers, Diogo Ferreira rbds_stop_jitter.hipnc
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I'm having an hard time telling my ROP Geometry Output to cache simulations one frame at a time. I did as the documentation says: check the "All Frames in One Batch" parameter, but once the first work (first frame) ends, the next ones take like 1 sec each and the output has 1KB.... I've switched to a ROP Fetch TOP pointing to a file cache SOP and set the "Evaluate Using ROP Node Configuration" parameter and it works fine (displays only one work and caches all frames sequentially). Am I doing something wrong?
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Hi, Iam trying to figure out how too simulate curtains with Vellum , i have and animated pin constraint network but it does not seem to affect my final result , did i forget to emplement something? Anyone can help me out? Thanks in regards curtain.hipnc StartGeoV2.obj
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Hi guys, Happy to share this with you! Let me know what you think! Cheers, Manu
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Hi! I am trying to do simulation using crowd system. Agents should decide wich 1 of 3 splines to choose depends on smallest popgroup number in destination point. Could anybody help with VEX in popwrangle? Hier is a scheme attached. I think to use splines because houdini has not navmesh like unreal engine has. And navmesh as far I know just splits polygones and draw optimal spline on its chunks in direction of movement. This should simulate 3 lines in a shop. Agents should go where is not to much people waiting
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Hey guys, so basically I'm trying to replicate an object dropping into a tank of water splash but with the bubbles/water only. The way I'm currently doing it is by emitting particles based on emission attributes defined on the surface based on it's velocity and using vdb from particles to mesh the liquid and so far it's alright. However, the client wanted a more art directable look towards the pop sim whereby more lengthy/streaky bubbles instead of huge splash etc and it got me thinking how can I achieve this? I'm on H16 and there's no pop fluid where I can easy increase the surface tension and viscosity to save my shot. Is there any pointers on hacking this shot without doing Flip? I'll upload my WIP, files and other references from client tomorrow. Thanks
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Hi, I'm a very new user to Houdini and sorry if this has been asked before, but I searched for everything that made sense to me and couldn't find a forum post. I may just not yet know the right Houdini vernacular to search for. What I want to do is to be able to leave a simulation running over night, where it would repeat the simulation using a set of different params (set by a global seed for example), and output the resulting geometry. For example, maybe I want to sim a rock fracture, and I want 100 different rock fractures. Could someone point me in the right direction for a tutorial, documentation, example file, other forum posts. Anything that could help me start. I would prefer not to have 100 copies of the sim next to one another and run them parallel because I like my computer as a not melted pool of metal. So I would like to serialize it if possible. Thanks in advance!
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Is it possible to "emit" the same RBD hero object multiple times without having to import the rbdobject node multiple times? And is it possible to do this with offsets in the positions and different activation frames? Thanks
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Hello Everyone, I am wondering can some one explain the details of a clustered simulation. I was wondering when I saw the clustering simulation why the individual clusters can't be saved as a scene and have it run on multiple computers since it would work on a renderfarm. So I'm wondering how the actual process works does the simulation have to work simultaneously where each cluster is still somehow referring to each other for calculations.
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Hey magicians, I'm working on a project with a client that involves some large simulations, around 400gb stuff, my internet connection isn't the best on my city (10mb down, 5mb up), so I wanted to ask what's the best pipeline in this cases. The client gave me the idea to save the sim in a hard drive, and send to them over fedex or something, so they got all the stuff within some days and they can render there. Another solution I think can work is using some service like Gridmarkets where I gave them the files and they render out. Any ideas will be more than welcome Thank you!
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Hey everyone. Hope you guys are well. I need some help with a shot I am working on. Basic idea is i need to have bits of strawberry to fall into swirling yoghurt,hit the surface,swirl around and slowly get pulled under the surface. I've got the swirling yoghurt working but when I drop my RBDs into the container they plow right through the flip sim. I've tried tinkering with the Feedback scale,Density and so on but nothing works for me. If anyone of you Wizards can have a look and shed some light on what I am doing wrong it would be greatly appreciated I have a scene attached Swirl_03.hip and my swirl force source geo FOR_OD.rar Thanks again Cheers Dimitri Swirl_03.hip
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If you couldn't come to SIGGRAPH 2016, we'll make SIGGRAPH come to you! Here are two videos of Phill Mayer's presentation at the SideFX booth - watch our interview with him and follow his talk on how to achieve detailed ink in water simulations using Houdini: www.gridmarkets.com/siggraph2016-phill-mayer Thanks for watching, Patricia and the GridMarkets Team
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Hi everyone, Talented Houdini artist Phill Mayer has a knack for ink in water effects. More on how he creates his stunning artwork in our new GridMarkets Houdini Artist Profile: www.gridmarkets.com/phill-mayer We hope you enjoy it, Patricia and the GridMarkets team
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Hi guys! I have a copy sop with 25 cubes copied onto it and I would like to simulate the cubes falling, but right now the cubes do not fall individually, how would I go about setting up my dopnet so that the cubes can become individual rbd objects instead of a single rbd object? Thanks!
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Hello All, I was wondering about how layered effects in Houdini would work. Example: a statue destruction sim with a smoke sim for the dust. Would you do the dust in a separate Houdini file or layer or all in the same one? Basically where do you start with more complex effects like this? Thanks in advance!
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hi all ! I am sparring my time in learning alot with Collisions and RBD sim, with the new h13. Now wat i am trying to achieve is , i have an animated character which eventually ramms into a pillar, and the pillar cracks , falls down, i have animated it, cached it, brought into Houdini as alembic file and ropd it again.. all good. but when i add that as an deforming rbd object and let it collide with the pillar i m loosing my brain there.. the problems are, its a fractured pillar and brought in as packed geo, if the gravity is on, the pillar just crumbles all the way down ... and another one is, its a huge character with lots of force in action. i cant get that as it hits, the pillar, i have attached a file and a screenshots of wat i am trying to say! take a look at it and shed some light on wat mistake i am committing in here the roped animation is also attached as a cheap way,i am just turning on gravity on a certain frame , where the character comes closer to the pillar, u can see that in the play blast.. i know i am wrong but i m still learning cheers test_1.hip untitled.mov cache_anim.zip
- 15 replies
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