ParticleSkull Posted October 31, 2019 Share Posted October 31, 2019 Any ideas on how to make the smoke influence the cloth sphere while the sphere influence the smoke? Scene file is attached. Thx Any RnD_0100.hip Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted October 31, 2019 Author Share Posted October 31, 2019 Ok, so i had an idea and its working. Just a pop advect by volume works perfectly RnD_0101_clean.hip 2 Quote Link to comment Share on other sites More sharing options...
rayman Posted October 31, 2019 Share Posted October 31, 2019 You can generate collision / collisionvel fields from the vellum and copy it back to the smoke solver. DOP_Vellum_Pyro_Feedback_RnD_v002.hipnc 8 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted October 31, 2019 Author Share Posted October 31, 2019 Thats fantastic. Its actually exactly what I was looking for when I got here. Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted October 31, 2019 Author Share Posted October 31, 2019 Pavel, the smoke is actually colliding with something on my setup. Do you know what is it? Is it just the vellum points? Quote Link to comment Share on other sites More sharing options...
rayman Posted October 31, 2019 Share Posted October 31, 2019 (edited) It looks like it, but it is not - if you simulate only the smoke, you will see the exact same behavior. I guess it is some kind of computational error or just the pressure solve doing its own thing. Edit : it is an error caused by the advection method. Edited October 31, 2019 by rayman 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted October 31, 2019 Author Share Posted October 31, 2019 Coool, thank you! Just one more question. About the SOP merge Field nodes. We did you multiplied the Source Pre-Mult by -1 on the collision but not on the collision vel? Quote Link to comment Share on other sites More sharing options...
rayman Posted October 31, 2019 Share Posted October 31, 2019 Yeah, thats because vdbs and houdini native volumes are using reversed sdfs. Velocities are just fine. 1 Quote Link to comment Share on other sites More sharing options...
ParticleSkull Posted October 31, 2019 Author Share Posted October 31, 2019 Awesome. Thx! Quote Link to comment Share on other sites More sharing options...
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