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  1. My popular Custom Velocity Forces class just got UPGRADED! Previous students enrolled should already see the updates now. For new students you can enroll here: Learn more Thanks for the all the support everyone! Updated promo video for the class:
  2. Hey everyone, I'm working on an Houdini FX project and I'm trying to create a custom velocity for my particle system. Specifically, I want my particles to travel from one point to another along the edge network. I've tried a few things, but I'm not quite getting the results I'm looking for. Has anyone else tackled a similar problem before or have any advice on how to achieve this effect? Any suggestions or resources would be greatly appreciated! Thanks in advance. Here is an exemple of the edge network :
  3. Hello, I am studying muscle system, and prepared a setup with a cycle inplace walk animation for my creature. That way, everyhting worked fine. Next step i tried switching the old animation with a new one, running in space, much faster than before. The result now appears completely broken, seems like muscles cannot follow the bones promptly, they're remaining behind the bones and intersecting each other they are not able to deintersect. I just tried to: • increase the stiffness for muscle-to-bones and muscle-to-muscle constraints, in Properties Sop • remove all damping values, in Properties Sop • increase substep, in Solver • increase constraint iterations, in Solver • added velocity stiffness factor (fresh new property in 19.5.409), in Properties Sop • added velocity blend, in Properties Sop • enabled velocity blending, in Solver • increased velocity damping, in Solver None of them worked or gave acceptable results. Any tips on how can i fix it? Thanks Update: speeding the solver x2 faster seems to give better results, although still not perfect. Not sure this is the right path anyway.
  4. I always have problems with motion blur for water surface mesh, One time I fixed that problem but I forgot that. as you can see I used a trail SOP to produce velocity for the mesh but the trail SOP creates velocity per point and that's why the motion blur is odd. How can I create proper motion blur for water surface mesh?
  5. Hey guys, I've always liked the works of Daniel Arsham. He tends to do a lot of eroded pieces with some sort of crystals, usually. I was wondering if anyone had suggestions on how I can create stuff like the pictures below in Houdini. I have used booleans in c4d with a displaced sphere/object but found it not looking as detailed/nice as I would have liked. It also takes quite a bit of time to create each individual object that's put in the boolean. In Houdini, I thought of converting geometry to a VDB then putting it in a volume VOP with some sort of noise and subtracting it from the volume, then converting back to geo. But I'm not too experienced with Houdini tbh and was looking for suggestions on the details of a potential setup.
  6. Hi, I'm trying to render out some simple points (rendered as spheres) with Arnold in Solaris. Looking at the Arnold documentation, this should be a simple one-step solution but so far I had no success. There's only a single checkbox under the Geometry SOP and no other options than that. I'm able to get the camera blur however. Any input would be appreciated. Thank you.
  7. Hello ! I'm actually Working on a project of underwater Bubbles using the pyrosolver. I'm using a first sim for creating a velocity field (mixing turbulence and an animated 3dmodel) and for the second sim i'm creating a smoke that I'want it to be advected by the first one (using the velocity of the first pyro sim) but I don't find the good way to do that, this is the vel from the first Sim and this is the second whant that need to get de vel from the first one. I don't know how to use the vel from the first sim and if I have to put something in "velocity update" or "advection" . Any Idea please ? thanks =)
  8. Hey folks, proud to present LYNX Tools, a collection of production proven open source tools to accelerate your workflows! All mentioned tools are free to download via the links below and are licensed with a full HoudiniFX license. All Houdini Assets have complete Houdini native documentation available. Repository: https://github.com/LucaScheller/VFX-LYNX Lastest stable release: https://github.com/LucaScheller/VFX-LYNX/releases Please give them a test drive, so we can improve them further Roadmap | https://github.com/LucaScheller/VFX-LYNX/projects/1 So far there are three tools: LYNX_force_general | Tweak your sims with this all purpose & intuitive force field. Built to mimic force fields in other DCC applications, but with support for more features and a natural Houdini user experience. https://www.lucascheller.de/vfx/2019/03/24/vfx-lynx-houdini-force-general-asset/ LYNX_fabric | Create fabric/weave patterns with ease. Perfect for creating that holiday sweater you never wanted. https://www.lucascheller.de/vfx/2019/03/16/vfx-lynx-houdini-fabric-asset/ LYNX_velocity | Get control of your velocities via an intuitive UI or groom them for absolute fine tuned control. https://www.lucascheller.de/vfx/2018/11/01/vfx-lynx-houdini-velocity-asset/ More info on my website, including full release logs: https://www.lucascheller.de/blog/ Houdini User Group Munich Presentation: https://vimeo.com/334887452
  9. Hi guys, I'm really struggling with what seems to be a rather easy setup: Covering a collider object in smoke and at some point suck in all the smoke through various holes. Negative divergence seemed the way to go however it's completely ignoring the collision (see attached flipbooks) Any help would be highly appreciated. Thank you! smoke_negative_divergence.mp4 smoke_base.mp4 smoke_suction_fail.hiplc
  10. Hey all, I'm trying to recreate this trail-motion form-like thing... I was trying to do it with a sweep and a path but I'm not getting the nice interesting shapes like in the image. Does anyone else have an idea on how to approach this? here is my failed attempt so far (in the hip): odforcehelp01.hiplc Thanks!
  11. Hello! I am building a flocking sim, and I am trying to get the turn information to propagate across the flock like a wave. I am using particles as "birds", so each particle represents a bird. I am trying to figure out how to use a ripple solver that uses a volume to broadcast the velocity information of each particle at each time step out to the rest of the flock, so that the turn information moves through the flock in a wave-like fashion. LMK if that makes sense and if you have any suggestions! Right now I just don't know how to read the velocity information of a particle into the ripple solver, and then ripple that information out to the other particles. Thanks!
  12. Hello everyone... I have a problem with an RBD packed object inheriting velocity. In the file, I have the attribute active being set by another object, but the velocity doesn't kick in at all. The velocity works if I remove the point wrangle setting active to 0 and remove the sop solver. If I try a pop vop or a geo vop, there's some weird velocity behavior that happens. If I tick on override attribute, the velocity takes off big time and doesn't appear that gravity takes hold. All I'm looking for is initial velocity once the pieces become active. I saw a few threads on the side fx forums and this forum, but nothing I saw seems to be working. Any thoughts? test_active_velocity.hipnc
  13. I am happy to announce that I'll be joining a host of talented Houdini teachers, like: Debra Isaac Kate Xagoraris Beck Selmes Christopher Rutledge Justin Dykhouse Jeffy Mathew Philip Nicholas Ralabate You can learn more about my Velocity Forces class here: https://www.houdini.school/courses/hs-204-forces-building-custom-velocity-setups Teaser video for my Velocity Forces live class: https://vimeo.com/577928177
  14. How can export the flow of the water as a vector field after the erode node? i would like to import my terrain to unity and have the resulting rivers from the erosion flow using a flowmap or a volume perhaps? is it possible?
  15. Hello guys, i'm making a explosion scene. The bomb was applied to only two frames and the wheels continued to be affected. Is there any way to stop the wheel? Just in case, I tried using VEX, but it didn't work. I tried adjusting the speed in RBD Configure. but it didn't work. Is there any way to stop that Velocity? ex_test_5.mov
  16. NLSN

    Surface Flow

    https://www.behance.net/gallery/92965789/Variras-Naufrage May I ask how to create this surface flow effect? Thanks!
  17. Hi peeps, I'm currently working on a project where I need to emerge a large object (3.5m) from a fluid surface. Everything works fine in my scene but for one thing I seem not to get in control of.. The issue I'm facing is that when the large object emerges from the surface it creates some kind of suction between the face of the object and the water surface. I know this is how fluids will work in real life but for creative purposes I need to get rid of this. When I go to my collision object and turn the velocity scale down I get rid of this suction velocity but this also has a lot of influence on the rest of my sim. Does some of you maybe have any tips on how I can direct this part of the simulation better? Any help would be amazing. Attached to this post is an image where I try to visualize my problem. The green arrows indicate the direction and movement of the large block. The red outline is the issue I'm facing. Also I've attached a Hip file. This is a re-creation of the problem (I cant share my actual file). Thanks in advance! example_scene.hip
  18. EDIT : Forget this topic. I made a mistake in my node tree. Hi dear, I'm wondering something about velocity. On my node tree, i have creating a group of point with some velocity > 0. Then I have "resample" the curve. And some of the new points, close to the group of point have a velocity transfer. And I can't see where this is coming from. They should have a 0 velocity. Even if i create an other group with a v@v={0,0,0}; the transfer is still present. Any help ? Thanks
  19. Im facing some weird behavior with the Sidefx erode node in the 18.5 build 452. Not about the result, but it's very capricious to cook, and i can't understand why someone it work and sometimes now. To my feeling right now it's looks more like a bug, but maybe i missed something, or lat least, i was wondering if some other people has experiment the same and found a workaround? Note im using large complex terrains... ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  20. hey! I'm trying to emit a flip fluid with some velocity, I can add a generic velocity in world space but in my case I want to add velocity along the normal of the object sourcing...just can't figured it out yet
  21. Hey all I have some low-ish resolution VDB dust clouds created in C4D with the TurbulenceFD plugin. These contain velocity channels. So far, I'm just not satisfied with the overall detail. What I've done to try and increase detail is convert the VDBs to Volumes, Volume Resample them, then use Volume Velocity to add some curl noise. It's looks OK, but by no means what you would call a true Up-res, that uses existing velocity channels to increase detail in turbulent areas... So that's the question really. How do I take a pre-calculated VDB (not dynamic at all) and give it a high-res makeover? Any pointers would be appreciated. Please be aware that the overall motion has been signed off, so all that I should be changing at this point is detail. I would just do the Up-res in TurbulenceFD, but it's buggy as hell and wont work. Every day I get closer to ditching C4D entirely. Thanks!
  22. Hey guys! I need to kill particles that have little/no movement. The trouble with killing by velocity is the particles that are moving, are varying in the axis they're moving in so I can't just kill @P.y ? Any suggestions? Is it maybe possible to get each a particles speed of some sort?
  23. Hello, I am thinking that I've forgot the vex code for giving birthed particles some velocity... I have used this code to give some velocities to the particles... @N = @N @v = @N but now I am back at Houdini and I have tried it again and somehow it isn't working anymore... And how should I start to achieve the result like in the video? I am trying to get the main explosion burst on the torus so that I can use the same way to my already modeled falcon 9. There is a "ring" of smoke which I like to replicate to my torus... The air explosion from 0:18 to 0:22 I would be very glad if someone could help me Thanks in advance (
  24. Hi everyone, I have a velocity volume working well to advect a vellum sim, by pulling the objects towards the normals of an object. However I'd like to remove all velocity values from within the object, so that once they've been pulled in and "captured", that they can then move freely within the shape of that object. The object is not being fed into the vellum sim for collisions. Is it a matter of doing something like, multiplying the velocity by the inverse of the density? I tried this but couldn't quite get it right, I'm not sure if I'm missing something. Thanks in advance for any help! VelocityRemoveInside_Test.hiplc
  25. Hello people. I have created points and with my Vex code I am giving them velocity to "attack" an object, but right now my points are going in a straight line to an object. I wanted to ask if there is a way how I could make my points travel with curved velocity (like missiles in my reference photo are travelling)? I know there is POP Curve force, but I would like to find a way to do it in POP Wrangle. mplay.mp4
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