sliver Posted November 27, 2014 Share Posted November 27, 2014 Hello guys I need your help, because I'm using AttribTransfer on moving objects for the first time and I have the problem below : As you can see, my AttribTransfer in the Solver SOP affect my attributs (color and wetness) to wrong points and I don't understand why. But this setup works fine when my objects are static. It's based on Peter Quint tutorial : https://vimeo.com/52290971 File attached.Thank you very much if you can help me AttribTransfer_bug.rar Quote Link to comment Share on other sites More sharing options...
pbarua Posted November 27, 2014 Share Posted November 27, 2014 Because your scatter points on multiple_objects is jittering. Turn off Scatter Based On primitive Area. Or Turn On Compute Number of points. Quote Link to comment Share on other sites More sharing options...
pbarua Posted November 27, 2014 Share Posted November 27, 2014 Or calculate Area using measure sop on rest geo then copy on animated one then scatter based on Area. Quote Link to comment Share on other sites More sharing options...
sliver Posted November 27, 2014 Author Share Posted November 27, 2014 Thanks a lot Pradeep !! it's much much better with your first solutionwith "Scatter Based On Primitive Area" turn Off. But it seems to have few wrong points which still affected by AttribTranfer Do you have an idea ? Same thing for you ? Quote Link to comment Share on other sites More sharing options...
pbarua Posted November 27, 2014 Share Posted November 27, 2014 No, just turn off Divide non-Convex polygons. Quote Link to comment Share on other sites More sharing options...
pbarua Posted November 27, 2014 Share Posted November 27, 2014 Here is file with all the methods eaxplained above. 09-Wetmap_animated_objects.hip.tar.gz Quote Link to comment Share on other sites More sharing options...
pbarua Posted November 27, 2014 Share Posted November 27, 2014 From Houdini 12 and above you don't need add sop after scatter to see points. Quote Link to comment Share on other sites More sharing options...
sliver Posted November 27, 2014 Author Share Posted November 27, 2014 Great ! It's perfect with : "turn off Divide non-Convex polygons." Your method is very interesting, thank you to have share your file. It's good to know the Add SOP is not necessary. Thank you very much for your help and advices. Have a good day. Quote Link to comment Share on other sites More sharing options...
pbarua Posted November 27, 2014 Share Posted November 27, 2014 I need to learn lighting and shading from you Adrien. Quote Link to comment Share on other sites More sharing options...
sliver Posted November 27, 2014 Author Share Posted November 27, 2014 With pleasure Pradeep. I will be happy to give you some advices. Quote Link to comment Share on other sites More sharing options...
sliver Posted November 28, 2014 Author Share Posted November 28, 2014 Hello Pradeep,Can I abuse of your kindness ? I have a little problem on my scene, In fact, in my AutoDopNetwork I can't understand why my box doesn't interact with flip simulation.Thank you in advance if you have an idea. Collision_problem.rar Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted November 28, 2014 Share Posted November 28, 2014 I looked at the file you uploaded and it seems that you forgot to attach the geometry file. But at first glance I would suggest turning on 'Use Deforming Geometry' on your collision object. Quote Link to comment Share on other sites More sharing options...
sliver Posted November 28, 2014 Author Share Posted November 28, 2014 (edited) Hi Sierra, it's weird, I have downloaded the .rar file and .bgeo are in the Export folder. I don't understand why it's not attached You're right, I have forgotten to check "Use Deforming Geometry" before to upload, but it doesn't collide a lot with flip fluid simulation. Edit : I think it's a problem with my splash tank, because with a simple sphere which emit particles, it works. Now I have to find why the splash tank do not make a nice collision. Edited November 28, 2014 by sliver Quote Link to comment Share on other sites More sharing options...
Sierra62 Posted November 28, 2014 Share Posted November 28, 2014 The other suggestions I have: -Decrease the particle separation to get more particles to interact with. -Check the collision geometry to see if it is close to the actual shape. Quote Link to comment Share on other sites More sharing options...
sliver Posted November 28, 2014 Author Share Posted November 28, 2014 It's already check, and correct. I have edited my previous post, may be it could help you. Quote Link to comment Share on other sites More sharing options...
pbarua Posted November 29, 2014 Share Posted November 29, 2014 For getting more splash change: Smoothing to something like 0.1 and Surface Extrapolation to 0.3. For sake of speed of calculation you can also use bullet collision rather than volume based (RBD solver). And if you have good machine than turn off Use Preconditioner under Flip Solver> Volume Motion> Solver. And yes, decrease Particle Separation. 1 Quote Link to comment Share on other sites More sharing options...
pbarua Posted November 29, 2014 Share Posted November 29, 2014 And your Collision Separation is too high. Change it to something like 0.02. Preparing your file and will post when ready. 1 Quote Link to comment Share on other sites More sharing options...
pbarua Posted November 29, 2014 Share Posted November 29, 2014 Here is file: Note: I used vdb for collision because it's faster and I love vdb. You can also also use rbd. I fixed it and working just fine. 09-Collision_multiple_objects.hip.tar.gz 1 Quote Link to comment Share on other sites More sharing options...
sliver Posted November 29, 2014 Author Share Posted November 29, 2014 (edited) Thank you so much Pradeed or helping me so much. A lot of useful tips in your posts ! I didn't know how to use correctly VDB with collision with the third input of the filp solver. It great to know ! I have 3 little questions : - In fact it's useless in this case to add a : Convert VDB after my VDBFromPolygons ? - Why did you set in the "Source Volume" a value of -1 for the "Scale Source Volume" ? - I'm not an expert with TimeBlend, is it possible to explain to me how it works in this situation and why you setup it here ? Edited November 29, 2014 by sliver Quote Link to comment Share on other sites More sharing options...
pbarua Posted December 3, 2014 Share Posted December 3, 2014 Scale Volume is set to -1 bcoz vdb is negative inside and positive outside. Quote Link to comment Share on other sites More sharing options...
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