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Found 89 results

  1. SOP Solver and DOP import help

    Hello all! I have a question concerning SOP Solvers in an Auto DOP Network. Im using SOP Solvers and switches to activate fracture geometry at certain times. I am trying to activate a second RBD object in the scene. Inside my SOP solver how do I specify which object the DOP import node fetches from the network? My_Scene.hipnc
  2. Hi there, I got a curious question that I was hoping someone might shed some more light on if possible. What's the difference between the old sph solver, the particle fluid solver, and the new pop fluid solver? Is it all the same thing but wrapped in a new package, or do they have different utilities? Thanks, Felix
  3. Running solver on multiple objects

    Hello, I want to create a fire from multiple moving objects. I tried to merge them and create a Pryo source then plug this into Pryo Solver but this was a bad solution as the bounding box is getting very large. I tried to run foreach loop on each moving object and then create a pyro source and then plug the result into Pyro Solver but the Bounding box is now tracking the first object but not all the other. If anyone have good solution for this problem please share it with me, also .hip files are very welcome if you don't need to write a long solution i can just dig inside Thanks.
  4. Hi, I like to do this... Create wires (kind of stems) attach the geo to the last point of curves (bloom) and during wire DOP collide the curves (wires) also with the blooms... How to do this? Sees to me like kind of cycles for counting this..? What should be the data flow? Thanks. B.
  5. 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
  6. Hi ! I'm pretty newb in Houdini and after a few months of training myself I'm trying now to create my own setup. Here I want to move points from a grid randomly to x or y position. A random value is generated every seconds to change the direction and the axis of the next move of each point. I already understand it must be completed with a solver sop, but I can't understand why amplitude is multiplied when I move points into the solver. I need to scale down a lot the movement. Anyone can tell me why ? Or just take a look to my project file here. Could be nice to have a little help to understand this issue. Thanks Dot_Grid.hiplc
  7. How to merge multiple Flame ?

    Hi every one (sorry for my english) I have a little probleme with houdini, I have to simulate 59 candle. I did just one simulation with a pyro solver, and after i did a copy node. So now I have 59 grid with 59 density, 59 temperature etc etc. But the renderer need only one Grid. So my question : How to combine all grid in one ? and keeping the temperature, density, vel etc etc Thanks
  8. Hey guys ! I'm currently working on a setup where I have to transfer Cd in a SOP Solver to "Curves" generated by Findshortestpath (in order to generate an attribute from this color). These curves are evolving through time, find more points to connect to, so the count of total numbers are going up. However, in the SOP Solver, it keeps the numpt of the first frame. So when I try to transfer P from the 1st Input, it does have the animation, but since it's keeping the numpt of the original frame, it tries to connect points and does not do what I want. Is there a way to tell him to actualize the number of points it's using ? Thanks a lot for taking time to read/answer me
  9. cloud with interaction

    hey! I'm doing some clouds (static) and I need to make one of them "dynamic" as a character jump out of it. since I created them with some geos, then convertem into volumes and applied some noise, so no solver obviously, I'm looking into some tips to convert it into a source for a dynamic cloud cheers
  10. Wire Solver for ropes

    Hello everyone. I was going to try Wire Solver for some tests similar to the ones that Ben Watts recently posted: https://www.instagram.com/p/Br1uOBqH8wm/ He said that he used Wire Solver for this and the result is amazing. So I started with a simple test: just a line with around 100 subdivisions which should fall to the floor. I used Wire Solver for that but can't get any remotely good results. The rope is self-intersecting and behaving strange. I used the shelf tool to create the setup and changed only the Elasticity parameters in the Material settings for the Wire Object. Set the Angular Spring Constraint to 0 and Damping to 0.001 and ticked on the Self Collide setting as they recommend in the Houdini help for wires or rope. I tried increasing the Substeps in the Wire Solver and in the DOP Network itself without any luck. The rope is still self intersecting. I also watched the M04 | Next Steps | Procedural Animation | Wire Solvers masterclass. But found nothing new ther. And of course I read help of the Houdini where they suggest increasing Substeps to get better results if there are self-intersections. Any help is greatly appreciated. Are there any resources to lean how to achieve the results similar to what Ben has in his test? Or any good tutorials on using Wire Solver for simulating ropes. I can't seem to find anything in Google.
  11. Hi everyone, I'm trying to make each connected points(@class) being deleted overtime when they above XZ plan. I made a bounding sphere for each @class and copy to itself with decreasing @pscale when it's above the plan. And delete the points outside the sphere. It works well when I set it to "single pass" but it works totally wrong when merges all iterations together... I have attached an example file below, it'll be fantastic if someone can help me out with this. sopsolver_in_loop.hip
  12. wire solver

    Hello, I have an issue with the wire solve, I have a point that is moving so I group that point, then I applied pin to wire pin to constraint, and or pinto animation, after that the first point goes directly to the center of my scene, does anybody know how Can I solve that ?
  13. Vellum Cloth and String weld

    Hi guys, I'm playing around with vellum but something is bothering me: I want to attach a string to a cloth but I cannot do it if they are 2 different vellum objects in DOPs The example file will be much clearer than what I write but the question is: Does all the vellum objects need to be merged to build a constraint network, am I using the wrong method meaning I should create the constraints in another way ? Thanks for you help ! cloth_and_string_01.hipnc
  14. Hi there, I am currently doing RnD on an effect that I am trying to achieve that involves cutting a long strip of geo (think of it as a strip of plastic) using another object (blade) I have approached this head-on while learning Houdini and I have learned tremendously just by making mistakes and troubleshooting on the go - I have learned so much and this is the best part of learning Houdini in my opinion. At the moment I have tweaked a basic Houdini wire solver and used a Wire Capture to drive geo using that wire deformation. My question : I would like to know how I can go about cutting this Geo driven by the Wire using another object? The hip file with my tests is attached. Some tips I have found so far is that 1) You cannot fracture a wire instead, use a ConvertLine node (This warps my geo) I would greatly appreciate any help and pointers! Thanks wire_constraint_example_v02.hipnc
  15. 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?
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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.
  22. 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
  23. Hello, could someone explain to me what this parameter does exactly? What is being sampled for tolerance?
  24. 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
  25. 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
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