chrisdunham95 Posted January 12, 2016 Share Posted January 12, 2016 (edited) Hey guys working on a snow simulation setup for a student film for second year of my University course (University of Hertfordshire) - Been working on some rnd' and so far happy with results but was wondering if anyone had any idea how to get rid of the crazy/flying like particles in my walking man RnD' - Wasnt sure if more substeps/ constraint iterations / or if their was too much force from the colliding object to the snow - will provide a scene too! - SNOW RND - SNOW WALKTHROUGH TESTS (For the shot in this the sim itself may just include dropping the snow ontop of a building for nice placement and not any actual interaction once stable so these tests maybe slightly uneccesary but would be nice to gage a further understanding!!) Will provide both houdini files if asked, LEFT TEST; 1.4 million particles upressed to around 14million at render time Constraint interations - 40 clumping stiffness - 40 Shock scaling power - 0.8 static threshold - 0.5 scale kenetic - 2 RIGHT TEST; 168,000 particles upressed to 4.2million (bit excessive in the upressing) Constraint interations - 65 clumping stiffness - 40 Shock scaling power - 0.8 static threshold - 0.5 scale kenetic - 2 - thinking possibly my scale kenetic attribute is causing the excess velocity/movement on impact (was testing more constraint interations vs higher particle seperation (more particles) which is more efficient ) - HIP File provided, - Alembic geo file too - https://www.sendspace.com/file/8flg0v RnD_Snow_Walkingthrough3.hip Edited January 14, 2016 by chrisdunham95 Quote Link to comment Share on other sites More sharing options...
chrisdunham95 Posted January 13, 2016 Author Share Posted January 13, 2016 Any help would be hugely appreciated or ideas to why some of my particles act so crazy! Quote Link to comment Share on other sites More sharing options...
Atom Posted January 13, 2016 Share Posted January 13, 2016 I took a look at your setup but I could not get very far because you have not posted the .bgeo sequence of the walking person. You can attach ZIP files with multiple files for these situations. You could try the basic, however, try turning down the bounce on the Physical tab of the PopObject, 1 Quote Link to comment Share on other sites More sharing options...
chrisdunham95 Posted January 14, 2016 Author Share Posted January 14, 2016 Thanks Atom - did this and changed a few other Bounce paramenters however still get quite flying like results? will upload the bgeo sequence Quote Link to comment Share on other sites More sharing options...
chrisdunham95 Posted January 14, 2016 Author Share Posted January 14, 2016 Walking Cycle Alembic for those to test and help solve! (sorry about the lateness) - https://www.sendspace.com/file/8flg0v Quote Link to comment Share on other sites More sharing options...
chrisdunham95 Posted January 14, 2016 Author Share Posted January 14, 2016 Still waiting on any ideas other than bounce parameters etc. within popobject/sop objects for the flying particles Quote Link to comment Share on other sites More sharing options...
chrisdunham95 Posted January 14, 2016 Author Share Posted January 14, 2016 Solution for now; Think under the solver tab of the grain update - using the max acceleration i can control the particles flying! Quote Link to comment Share on other sites More sharing options...
woodenduck Posted January 15, 2016 Share Posted January 15, 2016 What happens if you add a speedlimit pop? Quote Link to comment Share on other sites More sharing options...
chrisdunham95 Posted January 16, 2016 Author Share Posted January 16, 2016 What happens if you add a speedlimit pop? havent tried that but good idea man ill have a go Quote Link to comment Share on other sites More sharing options...
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