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Showing results for tags 'solver'.
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Hello everyone, I'm working on a very specific earth/ground blast. Inorder to keep the max control I decided to create pre sim wich would be used as a source for the main simulation later. Or I'm going to build it in directly and blend it with a pyro solver over time. Anyways, the goal of my setup is to create blast trails wich have an outward momentum. But having a vel field wich pushes density outward causes mushroom with a pyro solver because of the nature of divergence correction. A custom solution should help me out but I'm stuck cause the vel field is not expending but keeps clipping to the density source region. Even vel is advecting vel. There is already a post which seem to had a simular issue but it didn't work for me. advecting velocity by itself. Any ideas? vel_clipping_issue.hip
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hi all i'm trying to work up an rbd sim for some ground fracturing. I have an object colliding with the geo and transferring colour to it. Now in the scene (included) i have a setup that is NON-dopnet based... just using a point deform to shift the pieces - its kinda cool But i wondered if i can get the colour to transfer over to my rbd sim and activate the pieces? red being active and black being inactive? ground_geo.abc shot_WRLDBRK_0196_scene_for_odforce.hip
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Okay I feel like this is a pretty meaty topic. I have been working on it for ages and i cant find a solution. I have made a pretty elaborate clip colour mixing sim. Folowing somthing similar to this ==> Its a pretty well known set up but I wanted to add a colour infection setup into this. As the mask travels through the fluid it grows using a infection based solver. I though this would be easy and made a solver on scattered points that works fine. Until you put it into a sop solver using animated points. I can get a nice natural looking growth. So my question is if anyone else is familiar with doing something like this? I can get a scene file ready but my current one is pretty heavy. Any help and feedback is more welcome. I have also tried doing the growth set up in a solver after the Flip sim as well FYI.
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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
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- water
- shallow water solver
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Hello, I'm trying to grow multiple lines at different times, with attribute values triggering this growth. If I create an infection system as demonstrated in the video below, it triggers the growth if set to do so from the first frame and works fine. However, if I create an attribute that triggers the infection to commence at frame 26 for example, the infection does not spread. I am baffled as to what's going on here. Is it possible to grow multiple lines based attribute values changing over time? Hip and explanatory image attached. Any ideas on how to achieve lines being grown on changing attribute values would be greatly appreciated. TriggerLineGrowth.hiplc
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Hello houdini guys, Im trying to simulate physarum polycephalum growth, but unfortunately it has some small issues. I would like to ask U on 3 main questions, if u will able to help me with any of them, it will be very helpful for me! 1. I have problem with VDB convertion as U can see on the picture, the distributed mesh (from wire extrude) is broken and VDB looks like particles. I dont know how to fix that. 2. In my file (I marked it with red network box) the small vein system of my slime mold, and I would like to connect it to the growing solver, but I dont know how. Basically I need this small veins with same growing properties like the big one have. 3. And last one is is possible to make the slime mold more "fat" on the edge? I dot hnow how to select this part of mesh? :/ ( like onreference picture) Thank U guys for any advices! Im looking forward! Bye! Physarum.hip
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Hey, bit of a specific use case here, but has anyone successfully used the .asCode() Python function with the SOP solver? I can't seem to get it to save and recreate the nodes inside of the sop level solver node. I spent some time researching it but haven't found anyone even mentioning this problem. Everything else seems to work fine with the function even the DOP level SOP solver. It's just the SOP level solver that has this issue. I'm kind of at my wit's end trying to figure this out. I might be missing something super simple or obvious here, but I'm hoping someone else has encountered this and figured out what is happening. I suppose it could also be a bug, I haven't taken the time to dig through all the change logs on the SideFX website. I'm currently encountering this in Houdini 18.0.348 (which has known issues with the .asCode() function) as well 18.0.597 (where those issues have supposedly been resolved). If anyone has any insight I'd really appreciate a nudge in the right direction. Cheers, Brandon
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I created an infection solver to imitate the infection of fire spreading that is functional with a popnet as the source of the infection. I did it this way because the pyro spread node does not support pops as a source which is a different problem entirely. Everything works as it should however the infection solver only takes into effect after frame 9 which is strange because the pops should clearly be infecting from the very beginning. For some reason the solver doesn't take into account the beginning frames. Ive used this solver in other projects and has worked fine which leads me to believe it is a bug but if anyone could look over my project file and let me know if they see anything I don't? Thanks so much the file is setup so that you should press play and the problem be evident, the pops are red, wherever the infection is, is white and everything else i.e. the desk and papers should be black. After frame 9-10 the infection will begin although it should begin where ever the pops collide. InfectionSolver.hiplc with geos InfectionSolver.hiplc
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Hi, In Dop Network, my Hitters should HIT the ground, but I properly cannot solve this problem, How to fix this, Please ground.hipnc
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I have been searching for a solution to this for ages, does anyone know the correct way to have a typical infection solver be sourced by a pops sim? an example for needing this would be if you were making a flamethrower sim but needed the fire to actual be able to spread to objects that the "fuel" or "flame" touched in the scene. I tried doing this with the pyrospread solver but it only sources the beginning pops and doesnt update the stream pops group. everything works fine as long as the source input doesnt change which is the problem. someone had said using sop solver and attribute transfer would be a way to fix this but i have no idea how to make it work ive been stuck for months. any help would be greatly appreciated. another example if it wasnt clear would be a dragon breathing fire on to a character, how would you source a fire that could spread once the fire from the dragon collides with the character thank you!
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- pyrospread
- infection
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When I plug in a pop sim into a sop solver and dive into the solver only the initial particles on frame one are simmed and then nothing else how could I fix this?
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Hey guys ! I'm currently doing a RBD project and I was wondering if you guys had any tips on how I can make my sim more optimised so that it doesn't take 25 min for only 10 inactive frames. The fracture is pretty low res and all the substeps settings are low but the sim is still really slow and practically unworkable. I have 100K pieces correctly named and the building is world scale so i dont know what to do to make it workable, any tips? I would greatly appreciate ! Thank you
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- rbd
- destruction
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Hello, I am triggering animation using a mask attribute, converting the mask to a group, and using a copy stamp to offset when animation is triggered. Using this workflow here by the awesome Matt Estela: https://www.sidefx.com/forum/topic/42799/ Everything works and seems great. What I am wondering, is if theres is a more up to date away of going about this that doesn't involve a copy stamp? Or doesn't involve converting my mask to a group? Ive attached a hip for anyone interested. Thanks you bunch of brainiacs! Trigger_Anim_mask.hiplc
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i have an initial selection of primitives that i append to over time. How can i track the birth and age of the newly added primitives in the group? i m stuck in the birth-age problem, but i have managed to isolate the newly added prims to the existing group. add_to_group_and_track_age.hip
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Hey peoples! I recently started a personal project with the main purpose to explore setups that I either couldn't do during real production, curiosity or pure fun. As a base and also source of inspiration I'm taking real acrylic artworks of a good friend of mine. The photographs of the real artworks are prepped in Photoshop to be able to extract certain textures which I then use in Houdini to create my setups with. The concrete room was built out of a couple of individual decals and assets from Quixel. The whole thing is then being rendered with Redshift, comped with Natron and finalized in Davinci Resolve. From time to time it's seriously fun to play around with setups without having somebody behind me telling me what to do creatively like in a professional environment. No pressure, just fun Here's the first couple of clips I created in this series. Hopefully it's as fun to watch for you as it was creating it for me! You can also check it out on Instagram, Behance or Vimeo. Feedback, questions or whatever appreciated! Volume 1: Volume 2: Volume 3: Cheers!
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Hi. Im trying to make a growth setup. The simulation is too fast for me. I try to increase the FPS but didnt work. I also try the Retime sop but didnt work too. How can i make slower version a Solver Sop simulation? Thanks. 002.hip
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I'm building a simple solver for vine growth. Points created by the solver are then connected using an Add SOP via some id attribute. On each frame I want to pick some random points and spawn new ones with unique ids moving in different direction to form branches. Whats the best way to do it?
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Hey Houdini Users ! I am currently making a wetmap for my shot and I am having issue with the stepping when using the solver SOP. I tried increasing the substeps and also putting a Timeblend+Timeshift to interpolate between frames but neither of them seems to be working. If anyone know how to clear out this stepping and have a smooth trail for the wetmap please enlighten me Attached are the files, one is gif and other is mov. Wetmap_v001.mov
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Hi, So I am thinking about creating the velocity in node geo1 and move the points in node geo2. The problem is, I want to change the velocity each frame so i have a solver node in geo1. let's call it solver1. when i want to move points in geo2, i created another solver node, solver2. I am thinking about simply reading the velocity in solver1 and use it in solver2, like using getattrib. However, I am not sure at each time frame what is the order of execution. How can I ensure that at each time frame solver1 is executed before solver2? Thanks!
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Hi I have a basic scene in which I have animated the rest length of vellum objects using a SOP solver. I then switch from the wrangle back to the 'dop geometry' at a certain frame. What I would really like to do is switch to the 'dop_geometry' when the restlength reaches a certain length. However I'm not sure how to reference this in an expression on the switch. Any help would be very much appreciated. Thanks Restlength_Switch.hipl
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Hey guys, I have a solver with a simple infection vex code that spreads the source for a pyro sim across a logo. The log later breaks apart, and is an imported alembic file. I can't figure out how to get the solver to update the alembics' animation each frame so that the fire will follow the parts that break off of the logo. I'm new to Houdini, and did a good amount of research, it looks like I need to tell the Prev_Frame node to look at an import of each frames deformations, I can't figure out how to do that however. Project attached, any help is appreciated, thanks! Fire_Sim_v006.hip
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I am simulating a beer overflow and somehow I can't get all the particles to slide down the collision geometry, which creates artifacts when meshing the simulation. Friction is set to 0 for both the flip object and staticObject (not animated), stickOnCollision on the flipSolver/volumeMotion is off and I have also set collision detection to none under the flipSolver/ParticleMotion Any ideas of what to try? Thank you (All the blue particles on the side of the pint don't move much towards the end of the sim)
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I have a solver (inside a genetic algorithm) that makes changes to a grid image at each step based on an analysis of the previous step's image. At the end of the solver a final image is outputted. I'd like to be able to see the changing images at each solver step. At the moment I can only see the final image because the solver completes all its steps inside a single frame, ie. it steps at a fractional frame rate, whereas the viewport update occurs frame by frame. I've been wondering if I could use something like time shift, time warp or retime but I can't work out how. I've also wondered if I could somehow force a viewport update at a fractional frame rate from inside the solver. Any ideas about how I could display image changes inside a solver or is it not possible?
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Hello ppl. I'm trying to figure out an issue with my simple ripple solver setup. The grid over which i'm triggering ripples, seem to moving down the Y direction slowly throughout the simulation. What am i missing? Attached the scene. Thanks! Ripples.hipnc
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- solver
- ripple solver
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Hi guys' I would like to transfer some attributes from a fixed object to an animated one, using the Solver node but it seems that the Solver node doesn't accept animated geometries on its input, right? How can I fix it? Thanks for helping. AttributeTransfer_01.hip