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Found 4 results

  1. Hello all! I'd like to preface this with the statement that I'm fairly new to Houdini, come from the art side of things, and am trying baby's first Vex. Please forgive my ignorance. I'm trying to create a melty candle effect and am having some issues getting the candle to build up new wax over old wax without reheating it. This is my first real dive into fluid sim, and I think this is one of those "didn't realize it was a complex sim when I started" scenarios. I've seen a few tutorials on how to do this effect if you are generating the particles, by controlling the temp directly with particle life, but i'm trying to do this effect with the melt object preset, and as far as I know, there is no particle life that can help me here. My question is, how would you approach the issue? I made a very apelike attempt at a popwrangle with a if temp > .9 viscosity is 'insert low value here' else viscosity is 'solid value here' kinda deal. I had no clue what I was doing and it failed miserably. I'll leave it in the side of the DopNet for you to chuckle at should you so choose. It is safely quarantined from the other nodes so it doesn't frighten the children. If I'm approaching this all wrong, please let me know. I'm fairly certain I've got some default settings on this sim that shouldn't be, bad preview settings, etc. . . I'd like to learn the best practices for running these sorts of things. I'm a 3D illustrator/generalist and am trying to add some VFX tricks to my sleeves. I came from Maya over to Houdini a few months back and its still daunting. Really fun though! Thanks for your help! Candletest.hiplc
  2. Hi! I'm pretty new to Houdini but am really interested in using it to form the basis of an sculpture/design tool for real world object creation. I've been working through the amazing tutorials/files of Ben Watts and recently Dave Stewart but have hit a road block. Using Dave Stewart's .hipnc file, I'm dripping a liquid (wax) which hardens on impact with a static object, the emitter activates moves and deactivates every 48 frames but currently I can't get past 5 drips before the sim starts nearly doubling in time per frame. (granted I'm using a 2018 15" Macbook Pro which I'm looking to add an egpu) Frame 190: 5min Frame 200: 10mins Frame 210: 30mins Frame 220: 120mins My question is can I 'freeze' each of the drops so they're not being calculated every time? So once each droplet hits the static object it becomes a static object itself. Ultimately I'm wanting to create hundreds of droplets much like a stalactite but at this rate it might be faster to do it for real :| Dave's link below: drive.google.com/open?id=0B4ni3j-ZLbj5Y1o4NEdqZDczZjA Many thanks in advance Simon
  3. candle_001.avi Hi, I'm trying to setup a candle melting in houdini using Flip with variable viscosity but I'm facing a couple of issues. The cold wax has a viscosity of 1.10^6 whereas the hot wax has a viscosity of 10. First issue: my hot wax always drags the cold one, how can I litteraly freeze the cold wax? I also would like the wax to be slightly pushed toward the center of the scene to always slide against the candle. But applying such force makes the wax go up due to the contraction (don't know if I make sence). Is there a way to aply force to a specific area ? I don't know how to use "mask field", and can't acces the exemple in the doc :/. Is It possible to do something like that: "If temp>50 + 5F then apply force" meaning waiting 5F after the temperature reaches the desired treshold to apply the force? I also would like to kill some particles like 20% when they reach a temperature treshold, how can I do such effect in dop ? sop? pop ? I have absolutly no clue. Then for the fire "room" (right next to the flame) I would like to use a vdb combine in substract but can't make it work « more A grids than B grids », can you enlighten me ? And last but not least I have some collisin issues with the chandelier, I might not be using the correct method. Once again what is the best way to you to get clean collisions? Thank you for your help candle.zip
  4. Hi guys, I have a couple of issues with my project. What I want to accomplish is wax rising from a candle in interrupted streams and it has to be able to loop every 10 seconds. The first issue that I'm having is that the particles that I don't want anymore, are not being killed by the POP Kill. I want to kill particles that are older than 3 seconds and barely move anymore. As you will see in the .hiplc, I am first grouping particles that are older than 3 seconds. Then from that group, I group the particles that have a velocity length of lower than 0.5. This is to prevent getting these very long and thin streams of wax. I would like to have shorter streams as those that I get at the start of each stream and that they then just cut loose from the candle instead of these constant streams. I had found this thread in which they mention to put an * in one of the group nodes. I did that on my initial group node, as I source from other groups down the line, but that didn't help. My second issue is that I would like to get different velocities for the different streams of wax. I'm not quite sure how I could assign multiple velocities to groups of particles within the same simulation. I currently set the gravity in the positive direction, but I'm guessing I'm going to need something else eventually. Or should I just create particle simulation for each stream of wax? Thanks in advance! Eckxter Candle.zip
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