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Found 6 results

  1. Hi,what i want to do is mask velocity by density (where is no density, i ma not adding velocity) In old source volume I would do it like this but how in new volume source ? Like this ? Thanks
  2. I'm trying to create a custom velocity field for a FLIP tank (so I can "pin" part of it down with 0 velocity, while part of it sims all over the place). I'm following this tutorial: https://www.youtube.com/watch?v=xm404aavXrY --but it's from a version or two ago, and when he brings in the volume he created with the velocity attributes into his DOP network, he uses "source volume" and brings in the fields via SOP to DOP bindings (at about 12' into the video). I've crudely sussed out how to use a Volume VOP in the bit where the volume is created to add noise, but not how I could add the velocity at that level (if in fact that's how it's done). Following this model: https://www.youtube.com/watch?v=8UaDetbvMAs I have had success--grouping the FLIP particles in a SOP Solver and using a wrangle to set a custom velocity--but to my knowledge doing it that way won't produce a falloff--it's a very clear line in the tank between the 0-velocity particles and the non-custom particles. Thanks for any help!
  3. hi, I tried to use sourceVolume node as dynamics collision. So far, I tried the both of FLIP sim and pyro sim and can see a little bit influence, but it's almost not colliding at all. For instance with FLIP sim, I set: 1 - source volume > initialize > collision. 2 - check binding is correct. 3 - FLIP object > Guides > visualization > collision. I can confirm collision exists in viewpoint. The result looks almost zero collision. I knew this method is not accurate compared to staticObject method, but I could ignore a little lower precision. In fact, it's absolutely NOT acceptable result. On the other hands, when using staticObject, it always works perfect. Is this the exact reason that people combine to use staticObject node for collsionSurface and sourceVolume to add collsionVelocity? In conclusion, Have anyone succeed to use volumeSource as dynamicCollsion? What's differences of colliding mechanism between staticObject and sourceVolume?
  4. Hello everyone! I am very new to Houdini an need some help. I am trying to rebuild ""FLUID SOURCE" node with container settings "collision" to use it later in DOP with "Smoke Solver" and importing collision with "Source Volume". Just now have made with VDB surface field called it "collision" and create one more VDB from attribute "v" called it "collisionvel". I see difference between FLUID SOURCE and VDB collision is in first one create 3 scalar velocity fields and the second create one vector velocity field. Setup with VDB now have a problem my density ( made with "Source Volume") : theres no adding to density from SOP , but it works like copy. I will appreciate for any help! Thanks! P.S. Also i am interesting to rebuild it all without smoke solver, so feel free to comment all around this problem!
  5. Hi, I am looking for auto-activation for source volume node in DOP based on an input object(VDB, houdiniSDF). This is because sim is broken, if the sourceVolume set to collision and there is no SDF primitive(@name=density or surface). So far, I tried 2 methods, but not working. A - use expression in activation, but something not right. B - use enableSolver, but probably it needs to place inside of the sourceVolume. If anyone has better ideas, please let me know, thanks sourceVolumeActivation.hipnc
  6. Hi, I am looking for expression to automatically activate source volume node in DOP by input object(VDB, houdiniSDF). This is because sim is broken, if the sourceVolume set to collision but there is no SDF primitive. my idea is that the inside of the node, sourcevolume > SOP solver(source_density)>objectMerge(fetch_density). After this node, I add primitiveWrangle: if(@name == "density" || @name == "surface") f@activeSwitch =1; then I made float parameter(activation), and paste expression. prim(".", "activeSwitch", 0) After that, I plan to paste the parameter value to sourcevolume>activation. Then it should automatically set activation ON/OFF. The wrangleVEX is working but prim's expression is not working. How can I fix it??
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