Chris Klinkhamer
Klonkel
About Me
専門知識
VFX Artist
業界:
Film/TV
Connect
LOCATION
Netherlands
ウェブサイト
Houdini Engine
Availability
Not Specified
Recent Forum Posts
cache lop takes forever and then fails? 2024年10月15日5:38
I have a frame range 991-1500 with a car and very fast rotating wheels. But whenever I try to use the cache lop, to cache the whole sequence, it starts of pretty fast, slows down over time and then eventually fails. It should take at least 4-5+hours to cache this number of frames with .1 increment.
Anyone else experiencing the same issue with the cache lop?
Anyone else experiencing the same issue with the cache lop?
MPM Source mid-sim with velocity? Ends up flat? 2024年10月7日7:13
Just found out that upping the Global Substeps and enabling Particle-Level Collision (Velocity Based) prevents this problem, but that's a very cost heavy way plus it changes the look of the whole sim.
If anyone knows I'd be interested to know why if the whole snowball has the same velocity on every point still gets crushed flat when sourcing it. If I'd simulate/emit the snow ball from the start it'd not have this problem.
If anyone knows I'd be interested to know why if the whole snowball has the same velocity on every point still gets crushed flat when sourcing it. If I'd simulate/emit the snow ball from the start it'd not have this problem.
MPM Source mid-sim with velocity? Ends up flat? 2024年10月7日5:11
So I have a sim of a snowground and a character going through it. But whenever I try to emit and fire a snowball towards the character mid-sim, the snowball gets flattened instantly, as if there's a non-moving velocity field around it that squishes it.
I already tried adding a volume source to the mpm solver with the snowball having a velocity volume generated, but this gives errors.
How would something like this be achieved?
When I sim it seperately (first the ground, later a sim for the snowball), the snowball stays round.
I already tried adding a volume source to the mpm solver with the snowball having a velocity volume generated, but this gives errors.
How would something like this be achieved?
When I sim it seperately (first the ground, later a sim for the snowball), the snowball stays round.