Ahmed Saady Posted November 2, 2014 Share Posted November 2, 2014 Hi Guys i was trying to make sand effect which is coming from the Glass hour i did make some tests with dop network but it does not give me the good feeling of it . i hope i can find some answers about it. Thanks million Quote Link to comment Share on other sites More sharing options...
kleer001 Posted November 2, 2014 Share Posted November 2, 2014 What did you try? Can you post images or hip files? What exactly are you looking for? I would do different parts of the system with different techniques. Quote Link to comment Share on other sites More sharing options...
Ahmed Saady Posted November 2, 2014 Author Share Posted November 2, 2014 (edited) Thanks for fast reply well im asked to do two cites with sand look and located in the upper part of the glass hour and the other one in the other down side of it,, they will be static without any movement but i have to make sand which is comming from the middle of the glass to fall down into the other city... i made really fast test to see how the main sand will look like but i could not get it right. i attached a hip file for you and i hope if i can find some answers for it. thanks again. sandwatch_V1.hip Edited November 2, 2014 by AhmedSaady Quote Link to comment Share on other sites More sharing options...
kleer001 Posted November 3, 2014 Share Posted November 3, 2014 Sorry man, I can't really tell much from your screen shot. Nor do I understand what kind of help you're looking for. Quote Link to comment Share on other sites More sharing options...
mangi Posted November 3, 2014 Share Posted November 3, 2014 (edited) http://www.shutterstock.com/video/clip-3006361-stock-footage-egg-timer-in-super-slow-motion-emptying-against-a-black-background.html?src=rel/2282924:9/gg Edited November 3, 2014 by mangi Quote Link to comment Share on other sites More sharing options...
Ahmed Saady Posted November 3, 2014 Author Share Posted November 3, 2014 http://www.shutterstock.com/video/clip-3006361-stock-footage-egg-timer-in-super-slow-motion-emptying-against-a-black-background.html?src=rel/2282924:9/gg yeah this is exactly what im trying to do Quote Link to comment Share on other sites More sharing options...
Ahmed Saady Posted November 3, 2014 Author Share Posted November 3, 2014 Sorry man, I can't really tell much from your screen shot. Nor do I understand what kind of help you're looking for. man i hope now you understand what im trying to do Quote Link to comment Share on other sites More sharing options...
kleer001 Posted November 5, 2014 Share Posted November 5, 2014 Ahhh, ok, I don't know why I didn't see it before. You want a noisy emitter of bullet spheres, tiny little spheres. This thread has some threads in it about doing that: http://forums.odforce.net/topic/21181-pop-h13-self-collision/ And a manual example file: http://www.sidefx.com/docs/houdini13.0/examples/nodes/dop/rbdpackedobject/EmittingObjects For sparkly sand you probably want a faceted tiny poly sphere with some point jitter on it and a 2+ specular with a tiny angle <2 degrees. You'lll probably also need to crank up your pixel samples because you want your objects really really small. maybe helpful? Quote Link to comment Share on other sites More sharing options...
yesyes Posted November 5, 2014 Share Posted November 5, 2014 check out the last example https://www.sidefx.com/index.php?option=com_content&task=view&id=2635&Itemid=389 Quote Link to comment Share on other sites More sharing options...
dpap Posted November 5, 2014 Share Posted November 5, 2014 (edited) I really dont see what is wrong with your version . Why dont you like it? Just for the fun of it, I made something like this but with Bullet. I dont know if it's usefull.. I had to crank up the substep to 60 for the spheres not to escape the sandwatch. If someone knows a way around this please let me know. The fact that Bullet is not multithreaded is so annoying.... I dont think Bullet is the way to go with this. Too slow for the amount of particles you need. Sandwatch - Bullet.hip Edited November 6, 2014 by dpap Quote Link to comment Share on other sites More sharing options...
Diego A Grimaldi Posted November 6, 2014 Share Posted November 6, 2014 Cool setup Dim Pap Quote Link to comment Share on other sites More sharing options...
Ahmed Saady Posted November 7, 2014 Author Share Posted November 7, 2014 Thanks guys for your help and all your great comments . Quote Link to comment Share on other sites More sharing options...
Ahmed Saady Posted November 7, 2014 Author Share Posted November 7, 2014 I really dont see what is wrong with your version . Why dont you like it? Just for the fun of it, I made something like this but with Bullet. I dont know if it's usefull.. I had to crank up the substep to 60 for the spheres not to escape the sandwatch. If someone knows a way around this please let me know. The fact that Bullet is not multithreaded is so annoying.... I dont think Bullet is the way to go with this. Too slow for the amount of particles you need. Thanks Pap for youe hip file i will take a look into it and let you know about the updates. Quote Link to comment Share on other sites More sharing options...
Guest tar Posted November 7, 2014 Share Posted November 7, 2014 (edited) The fact that Bullet is not multithreaded is so annoying.... Probably best to use the checkbox for multithreading then Edited November 8, 2014 by tar Quote Link to comment Share on other sites More sharing options...
dpap Posted November 8, 2014 Share Posted November 8, 2014 (edited) Thanks Marty! Wonder why isn't this on by default... Nevertheless there isn't much of a difference in performance. Most of my cores are still taking a nap... Edited November 8, 2014 by dpap Quote Link to comment Share on other sites More sharing options...
Guest tar Posted November 9, 2014 Share Posted November 9, 2014 ah bummer - will require deeper testing then! Quote Link to comment Share on other sites More sharing options...
rayman Posted November 10, 2014 Share Posted November 10, 2014 Thanks Marty! Wonder why isn't this on by default... Nevertheless there isn't much of a difference in performance. Most of my cores are still taking a nap... Well, it says Parallel Constraint Solver, which means that only constraints (and collisions) are multithreaded. Quote Link to comment Share on other sites More sharing options...
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