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can't solve vertical paper cloth simulation


fujichok

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Hi guys

trying to make fountain of paper.

i've learned most of the samples for paper simulation in Houdini but can't finalize the simulation according to my purpose.

the main reason is i'm newbie to Houdini

i used two approaches: grid multiplying with fan force and other one is particle simulation.
 

The problem with grid multiplying is a big gap between the grids. it was looking good and seamless with horizontal simulation in the samples i had but soon i'm trying to turn this up to vertical axis it doesn't look so good and seamless.

The problem with particle simulation is  that i can can not figure out how to make particles act as a cloth. wish it could be possible to make this simulation with particles as it takes less computing resources

 

possibly the Sam Hancock's simulation (http://ihoudini.blogspot.ru/2011/06/new-paper-sim.html) is close to what i need  but his approach  is still too hard for me to understand.

 

I understand that my approaches are looking weird and silly  but this is the way i'm trying to learn Houdini :)

any suggestions will be helful

thanx

test_cloth2particle.hipnc

test_cloth2grid.hipnc

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dunno what you're aiming for exactly, but I opened the grid version, and it works fine. If you tweak some settings then you can eliminate the repetition effect at launch.

I modified the animation of the xform2 (in paper_geo) to have it to change a lot during the emission (frame1 to 10).
and I stopped the fan (activation) around frame 25.

also I reduced the fan force to 10e+006 to shoot less violently and added an initial velocity (on Y axis with a value of 10) to the paper_geo in DOP.

works pretty well.

 

but, I don't know what you're after...

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hi 6ril

thanx for your response

i just wanted to reduce the space between so it's looked liked a stream but not a separated portions of papers.

and i wanted to keep the fan force that i have to control the height of the fountain. and to have a lot of papers for continuous time (like 10 sec)

 

i found some suitable solution for this time is to decrease Scale Time for the Dopnetwork. may be this is not the right way but i got the close look i wanted.

the only thing is  when i do  increase the grid count for duplicating the instance it takes a lot of time to compute the simulation. that's the reason i wanted to make this  with Particle simulation.

 

anyway thank you for  the path to look deeper into Houdini

 

 

papersim.jpg

Edited by fujichok
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I guess you are creating a lot of inter-penetration when you multiply the grids this way, hence the slow cooking.

have a look at this hip file

scale time will affect the cloth behaviour even when the paper fall down later, I wouldn't change it. Instead, you can increase the sub-steps of you DOPnetwork (to shoot paper in-between frames) (as I did on the hip file)

I tweaked your file a little to have a continuous stream of paper sheets, but looking at the pic you posted, maybe you are going for a larger stream !?

test_paper-shootout.hipnc

Edited by 6ril
typo
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