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Found 75 results

  1. Hello, I have a simple simulation task, where a static object and fluid object simulate. Emit Particle Fluid from a box to the sphere, I wanted to have a thin line of liquid so I made a static object bigger and box smaller, this way it goes as a narrow water tube, but the particles go too far from the static object, how to fix it? Where to look?
  2. I'm making an effect very much like this one from Entagma: https://vimeo.com/194277211 I've adjusted it a little and I noticed that some of the curves that get created collapse onto each other. I think it even happens at the very first frame. You can see that by the white parts of the lines. Those are the last created points. When two white parts meet, it means the curves collapsed and continues as 1 curve. What the setup does is it has a bunch of points as the active searching points. Each of these find target points in front of them and saves those in an array. Then a random point from within the array gets chosen and used to make the polywire. Sometimes, mainly at the very beginning, the searching points are close enough together so that they might find the same target points. This is where I believe the issue lies. What I would like to achieve is that I can check between the arrays on each of the points to see if they have similar target points and if so, remove those from one of the arrays. Or that when points get targeted by one searching point, they instantly get marked so that they can't be found again before the end of the timestep/solve. At this moment, I'm still trying to figure that one out. Any tips for this are much appreciated. Eckhart ObjectMaterialize.v005_00.hip
  3. Points follow points

    Hello everybody! I would like to simulate particles on top of pre-animated / pre-simulated (cached) points. So far I only managed to do the "transfer v attribute inside a sop solver" trick. Unfortunately it does not give me the result I imagine. Instead of inheriting only the velocity I would rather like the points to be attracted by the pre-animated points so they tumble around and follow them the animated ones. Basically I am trying to animate some points and then do a simulation on top of it to give it a more natural feel and to be able to art direct the simulation better. I would greatly appreciate if somebody could give me a hint or a solution on how to do that? Thank you! Here is my current progress (particles inherit v): pop_transfer_vel.hiplc
  4. DOP Wire solver - differents width

    Hi ! First post here, I'm starting Houdini since a few weeks only... I'm wondering how to set different width (for repulsion) for each wire I've created. I've tried to create a random point attribute to drive the width into the wire object but it doesn't seems to work, I feel missing something. Help needed Thanks RANDOM_WIRES_0.1.hip
  5. Pop Collision Ignore + Grain Solver

    hey guys, is there a way to make the Pop Collision Ignore node work with the grain solver? I really need to avoid the collision of one granular solid object, it works fine with normal particles but not with the grain solver. grains_avoid.collision_1.01.hiplc
  6. 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
  7. Ripples

    hey i'm trying to make ripple based on velocity or movement of the character. can you guys help out in way to achieve it.
  8. Hey there, got a little question: so lets say I have a flip sim and collisions on all sides....and I want the foam, although the sim goes a bit wild, to stick somewhere near the corners/edges. So I tried to implement a force and having her intensity been driven by the distance to the surface field. Sad thing: the whitewater solver doesnt seem to allow a lot of foam-vel manipulation. Cracked it open and tried to apply some stuff into the foam forces node but still no luck. Maybe you got a simple solution or quick tipp on how to approach this? Cheers
  9. Hello, could someone explain to me what this parameter does exactly? What is being sampled for tolerance?
  10. Vdb grups?

    Hey magicians, I have a setup that make some blobs growth, but I need them to growth in a different speed each one, I tried making groups out of vdbs to control each one by time offset with no luck, also tried playing with different vdb names. Any tip on how can I affect the speed of each blob separatedly? Plan B will be making each vdb growth separatedly and then play with vdb combine, not sure if I'll get the same effect but will give a shot. Here is a sample gif and file to illustrate my issue Thanks in advance! growth_hip_for_offset.hip
  11. I'm trying to imitate the motion of rocks falling on dirt. Since the RBD Solver seems to give me more accurate and realistic looking results over the Bullet Solver, I decided to go with that method using RBD Fractured Object. When I first had my scene setup with Bullet, I was able to use a little VEX in the SOP Solve to artificially reduce velocities as rocks fell below a certain Y value. It seems like that setup isn't compatible with my RBD setup, so I was wondering what would I need to do to get it working? In addition, how can I write an expression that would tell the solver to reduce the velocities of the objects by half and double their weight each time they impact the ground? Any tips would be greatly appreciated. Thank you! RBDTest_001.hiplc
  12. HOUDINI FX- RENASCENCE PROGRAM PROMO VIDEO: Welcome, soldier! Are you ready to demolish buildings, flood cities or maybe, making a stadium sprout from the underground? These are just some of the things that you will be able to learn in Houdini FX Renascence Program. At Houdini FX Renascence Program, we train you to face any FX project successfully. We have tried our best to offer you the best material. This course has been meticulously structured to take your FX skills to the next level so that you will be able to find a job in a top VFX studio in the future or maybe, become a successful FX freelancer. Our commitment, as an online school, is to offer the best learning experience in the market. Therefore, all our content is available in English and Spanish. HOW IT WORKS This course will be delivered via video only. We will work on weekly projects, so will have to meet the assigned challenges. Keep in mind that these assignments will make up interesting material for your «Demo Reel». Likewise, we will give you access to the Facebook support group, where you can interact with your instructor and classmates. The course is divided into 4 modules: MODULE I The Awakening (8 weeks) We will start by explaining how to take your first steps in the software. The content is highly optimized to get you familiar with Houdini in a dynamic and productive way. We won’t talk about every menu or button; all this information will be explained on-the-go, along with the training. Our priority is to make you feel comfortable from the start. You will find out about the main nodes in Houdini, you will learn to move around the interface and we will teach you how to control points and particles (points, pops and grains). At the end of this module, you will be able to create simulations of rain, sand, snow, perspiration, sparks, ashes, confetti, fireworks, bubbles, and much more. This is not a lighting and rendering course, but we will teach you everything you need to submit your project with a perfect final look. MODULE II Fire Inception (8 weeks) Explosions, fire, smoke, clouds … everything you have been waiting for! This module is full of action. We will focus on learning to emit and control volumes, using of one of the most powerful solvers in Houdini, i.e., “Pyrosolver”. You will learn different methods to accelerate your simulations, always working as quickly and efficiently as possible. We will teach you how to create shaders that will make your simulation look realistic. Recycle! Every setup created during these 8 weeks, can be reused to create new scenes. MODULE III Rise of the Fallen (8 weeks) You will become a weapon of mass destruction! You will learn to perform different types of fractures and we will provide you with all the tools to control and choreograph your simulations. In this third module, you will put together everything you have learned so far to create complex scenes using particles and volume. Breaking objects, demolishing buildings or splitting a land into two lots, are just some of the challenges you will face here! MODULE IV Deep Dive (8 weeks) We will have to put out the fire after the chaos… This is the final module of the course, and here you will learn to work with FLIP, which is the Houdini’s solver to create liquids. You will recreate infinite oceans and simulate water. You will learn how to create foam, bubble and spray passes. Finally, we will teach you how to deal with the different viscosities to get simulations of blood, chocolate, honey, yogurt, caramel, etc. APPLY TO THE RENASCENCE PROGRAM NOW AND GET 25% OFF!* 399$ 299$ http://houdini.training/
  13. Inside DOP cluster grid source

    Hi Friends, I need your help!! I'm playing with DOP, trying to understand it and feel comfortable working with data.. I come across one issue that I have trouble with.. Is there a way to create cluster grid inside dop? The problem is that I need to timeshift whole range to get initial data for clusters.. Here is the hip file, you can take a look.. I would appreciate some extra feedback about the way I approached with this setup.. I'm I doing something wrong? Thank you!! Regards, M in_dop_clustering_help.hipnc
  14. Solver on scattered points

    Hi All! I think this is my first post, so thank you for all the info shared here - I have a sphere with scattered points (in texture space) and a map that makes propagation of the points over the sphere. - I have a solver moving this points over the sphere. The problem is that the solver just move the points generated in the first frame and I want the solver to be acting over the points created over the frames. I assume this can be a stupid question Thanks in advanced! Domingo.
  15. Hi, i have a dubt. In the Solver node, there is "Prev_frame" that keeps track of where the object was in previous frame. It's possible to change frame by frame the position in "Prev_frame" using a pointVOP inside the solver? Thanks.
  16. Hi all. I'm making a lightning FX generated by a sphere. My problem is that i would move a sphere but, if i try, the generated lightnings do not follow the sphere. They are created in the sphere current position, but after they don't move following the sphere. I suppose it is the fault of the solver node that control lightning life, but i don't know how to do. I'm following This tutorial (http://lesterbanks.com/2016/12/build-custom-lightning-solver-houdini/) to learn, but he does not want to move the object, so for him is not a problem.
  17. FRC tool for concrete fractures

    Hello everyone! This is the first demo of a new tool I've been working on in Houdini. The idea is to simplify the process of adding steel reinforcement in concrete fractures, specifically FRC (fiber reinforced concrete) My aim is to produce a single node that takes your simmed geometry and adds these steel fibers along the fractured surfaces. Here are some examples of my tool so far: password = vfx Current controls: - max fiber length - randomize fiber length - max angle (before fiber breaks from the adjacent piece) Things I plan to add: - randomize max angle - fragments of concrete stuck to fibers (as seen in example video below) - fiber straightness (how straight/crooked the fibers are) If you have any cool ideas or suggestions, or feedback on my work so far, let me know! (The idea was inspired by the following breakdown video at 2:39)
  18. I need some help with making this corals and animation. I wanna make that corals to be shaked when I blow wind. If I already have those corals modeling, Do I have to make it to cloth objects ? I really have no idea with this T_T I'm just beginner If you have any good Idea about it, please let me know ! and about making procedure corals too Thank you for reads
  19. VDB creep using solver

    Hi everyone, Just wanted to share a little something I worked on yesterday. I created a VDB creep within a solver and for now the issue I have is birthing points at different times and adding them into the solver. For now they all get created at the same time. Still trying to figure this part out https://vimeo.com/249245842
  20. Rope Simulation

    Hi! Everyone, i made a little RnD the lasts week on the Rope Simulation. Enjoy
  21. Probably a very noob question... but what are the differences and benefits of the two ? They both run a simulation over a SOP network... are they any different in what they can achieve ? Thanks! J
  22. Hey guys, I'm doing a blood seeping/absorbed on a tissue. Have done one with AttribWrangle & Solver based of a tutorial. The logic is a. points selection, b. blood starts to grow from selected points by choosing neighbors While it works with a point selection at the Solver StartFrame, I would like to improve the point selection step, with a dynamic selection like where a newer bullet[animated sphere] touching the surface should start spawning the blood. New to Solver & need your help on this. Thanks in Advance Arun bloodSeep_v01.hipnc
  23. Hi everyone! I'm relatively new to Houdini, and I came across a tutorial which explained the bullet solver for H13. I am trying to recreate the effect that he got at 53:15, where primitives were deleted from the constraint network when a force over a certain threshold was applied. tutorial: As I understand, the SOP solver was changed in H14, and I therefore don't have the object merge node that he has. I downloaded the example HIP file and copied his node into my own project and managed to get it working, however I'd like to know how it actually works, rather than just copying and pasting! The data that the node is bringing in, is as follows: `stamps("..", "DATAPATH", chsop("relnode") + ":Relationships/" + chs(chsop("relnode") + "/relname") + "/" + chs(chsop("relnode") + "/relationship/dataname") + "/Geometry")` This isn't like anything I've come across so far in houdini - if anyone knows what this means, and could explain it I'd be very grateful! Best, Stephen
  24. N-body via SOP solver with OpenCL

    Here is it.:) nbody_opencl.hipnc
  25. Didn't you think of these fluid solvers? How are they made? How to build them? We will talk about the theory of the process of building fluid solvers in my new course understanding fluid solvers on MIX Training. This is volume 1, volume 2 soon! http://mixtrn.com/course/understanding-fluid-solvers-volume-1/
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