nicoladanese Posted January 14, 2019 Share Posted January 14, 2019 hey! I'm doing some clouds (static) and I need to make one of them "dynamic" as a character jump out of it. since I created them with some geos, then convertem into volumes and applied some noise, so no solver obviously, I'm looking into some tips to convert it into a source for a dynamic cloud cheers Quote Link to comment Share on other sites More sharing options...
merlino Posted January 14, 2019 Share Posted January 14, 2019 Hey! Depending on the resolution (and the actual ammount of RAM you have) you can just use it as density source for a smoke/pyro sim. You can also clip the original cloud so you can simulate just the part where the character interact with the cloud. With H17 you should be able to use vdb as source with no problems, otherwise you have to convert it to houdini volume. Let me know if it helps! Marco Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted January 15, 2019 Author Share Posted January 15, 2019 hey thanks for your reply! I think is working quite good, I think is a good idea to set the activation only at first frame toavoid a constant emission Quote Link to comment Share on other sites More sharing options...
angeldev Posted January 28, 2019 Share Posted January 28, 2019 Can you share the .hip file for reference Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted January 29, 2019 Author Share Posted January 29, 2019 hey! sure let me just grab the scene and clean it a bit and I'll upload it Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted January 29, 2019 Author Share Posted January 29, 2019 here it is as you can see the cloud has both turbulence and dissipation mapped to speed value, so the main cloud shape keeps the volume, while the moving parts get turbulent and fade away. hope it helps! test_cloud_interacting_v002.hip Quote Link to comment Share on other sites More sharing options...
Atom Posted January 29, 2019 Share Posted January 29, 2019 (edited) Looks good. Another tip, when working with deforming colliders that may have thin parts (like characters), is to visualize the collision field under Smoke Object Guides. The collision resolution is directly linked to the resolution of the smoke object Division Size. If it is too large, your collider might not interact with the volume as expected. This character's fingers fizzle in and out of existence as it proceeds through the animation. Also there are a few collision frames that are complete failures which is what causes it to blink on and off. ap_character_cloud_interacting_v002.hiplc Edited January 29, 2019 by Atom Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted February 1, 2019 Author Share Posted February 1, 2019 while working on it, I recall a tutorial or someone saying that it could be better to replace collision with some velocity injected into the volume from the moving object...I supposed is going to be faster and more art directable than the collisions, does anyone have any thought? Quote Link to comment Share on other sites More sharing options...
Atom Posted February 1, 2019 Share Posted February 1, 2019 You're right, collision is not the only way to go. You could take a look at this creating custom velocities video on SideFX and generate a field based upon the object movement. https://www.sidefx.com/tutorials/custom-velocity-in-houdini-17/ Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted February 8, 2019 Author Share Posted February 8, 2019 hey Atom! thanks for the link, unfortunately I'm still on H16.5, I think I've seen something maybe from jeff wagner about it! Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted February 11, 2019 Author Share Posted February 11, 2019 I think I made a good test worth sharing, it was quite simple to be honest to put together, if I understood well from H17 velocity is an attribute and not a volume anymore so this method is already deprecated, but still useful if you still work with 16.5 test_custom_vel_v001.hip Quote Link to comment Share on other sites More sharing options...
arkahtek Posted August 20, 2019 Share Posted August 20, 2019 Thank you for this it helped me with my project Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted August 26, 2019 Author Share Posted August 26, 2019 I'm glad it was useful! Quote Link to comment Share on other sites More sharing options...
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