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Found 8 results

  1. forces on particles with goal

    Hello! I am still very much getting acquainted with Houdini, but every time I need to use it I have a very specific purpose. This one has me stumped for now, but I am sure that someone versed in Houdini dynamics will resolve it very quickly! What I want to do is: fill a volume with spheres, make said spheres bounce off of each other on contact (like snooker balls), but also try and accommodate themselves onto the original shape (created by the volume). I have tried this with grains, but didn´t get too far. I am betting on doing it with particles: This path seems a lot more promising! I can get the ball´s pscale and id attributes, which will be a boon later on, when I need to swap the balls for different emojis (yes, it´s for a TV ad!). What I need to do: duplicate the current particle so I can use it as a "goal shape", with the same ids. This I can do. add an initial offset to the particles from the surface, ideally from the normals of the original geometry (or a smoothed copy). I can somewhat get it by tweaking the iso offset of the vdbtospheres node, but I worry that the IDs will be messed up. Ideally, I would add an offset to them, but not add any velocity. add a small amount of turbulence to the particles. This will eventually be animated to 0. make them collide with each other, based on their sphere geometry. The eventual geometry is basically spheres as well. make them try and reach their goal, and eventually settle down (a slider for this would be great!) Seems very achievable, but I need some light on how to make these connections! After that, I still will need to swap the spheres for 4 different groups of geometries, but I believe that I can glean information from tokeru.com (Emit_packed_prims_into_RBD_sim), and make it happen. Any help with this will be GREATLY appreciated! This is the scene file: C03_008_DVA.hip (if anyone is interested in taking a look at it!) cheers, Diego
  2. Hey guys, can anyone here help me with how to mask my turbulence to my pressure field that pyro creates by default? I tried looking around and a lot of posts have been made talking about that it's a really good way to get rid of mushroom looks and add details at the start of the sim. But I cant find an example file for it. Any help on the subject would be awesome. Thanks
  3. apply gas turbulence based on velocity

    hey! I'm trying to apply gas turbulence based on the velocity of my volume, what I want is turbulence only where the volume has some velocity, but I can't make it work although it seems pretty straightforward (see image attached)
  4. static gas turbulence?

    Hey! I'm trying to get a very low freq turbulence in my smoke trail sim, but even if I put pulse length to a very high number, 10000, the turbulence keeps moving with time, while I want some sort of static turbulence to break my trail line..any idea? cheers
  5. adding turbulence to flip sim

    Hey! What is wrong with my setup? I am just trying to use a source volume node to add turbulence to my sim. However, I can't get it to work! Any help would be amazing. Thanks, flip.hipnc
  6. Pyro Problems

    Hey! I am simulating fire with pyro and I can't seem to get the shape I want. In short, my fire is lasting too long (not dissipating fast enough) and the licks in the fire are too big. It looks like the fire is being simmed at a larger space scale even though my scale is correct. I tried using gas dissipate on temperature to make the flames die faster, but it seems to get rid of some of the swirling motion. I see there is shredding, but it creates licks that are much too big. In maya, I had a space scale and then a setting called swirl. I could change the size of the swirl to get the correct lick size. What advice do you guys have? Thanks in advance
  7. Hi, In my pyro sim, I just want to add some velocity in the container before my smoke begins emitting. I could do this by creating a box and using fluid source and adding curl noise. I did not really like the results, so I decided to try something else. I tried adding a gas turbulence and turned on the velocity visualizer. However, gas turbulence doesn't seem to affect the container until density enters the container. I tried gas disturbance. Disturbance did add velocity to the container, but I noticed the field set to disturb was "temperature". I changed the field to disturb to velocity and it stopped working. Why does the temp field work but not velocity? Why doesn't the gas turbulence not add velocity until density enter the simulation? Thanks
  8. Hey guys, I think it's easier to explain with this images: Basically, is there a way to apply turbulence to one of the sources only? I'm not even sure if that's the best way of using 2 emitters so any tips will be very valid Thank's multi.pyro.v1a.hiplc
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