dyei nightmare Posted December 9, 2015 Share Posted December 9, 2015 (edited) flip+goal+collision... why is this happening?? whyyyy i want a fluid colliding in a glass then poured, then attracted by a goal, with fidelity, but why is this happening?? it just disapears in the nothing after pouring... somebody knows?? pd. im in houdini 12.5 whytfthishappenswhyyy.hip Edited December 9, 2015 by dyei nightmare Quote Link to comment Share on other sites More sharing options...
woodenduck Posted December 9, 2015 Share Posted December 9, 2015 I'm not sure what your popsolver and fluidsink were doing so I deleted them and added a popcurveforce. Maybe something like this? Cheers, WD CurveForce.hip Quote Link to comment Share on other sites More sharing options...
dyei nightmare Posted December 9, 2015 Author Share Posted December 9, 2015 (edited) the popsolver has a voppop that states the goal code Edited December 9, 2015 by dyei nightmare Quote Link to comment Share on other sites More sharing options...
woodenduck Posted December 9, 2015 Share Posted December 9, 2015 I think in order to transfer the goalPos attrib correctly you need the point count in the flip sim to match. I referenced the scatter node from your goalPos inside the fluid source to keep the point count the same. There was also a problem with the way the velocity is being added/multiplied inside your vop network. I changed this to mix between the two based on your key framed goalon attrib. I think you could do some work here to get more control. Cheers, WD matchPointCount.hip Quote Link to comment Share on other sites More sharing options...
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