Hugh Johnson
Hugh_J
About Me
Lead Groom, Cinesite
EXPERTISE
Technical Director
INDUSTRY
Film/TV
Connect
LOCATION
United Kingdom
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Houdini Skills
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Not Specified
Recent Forum Posts
Pop Grains: Grains with clumping increasing velocity after impact Aug. 25, 2016, 7:19 a.m.
I've been running some tests simulating a snowball hitting a wall. Most of the sim is working well now. I have high clumping values in the sim to create the look of the snow breaking up. The main issue I have is that after the snowball hits the wall, clumps of grains start to pick up speed, and often fly off at strange angles, sometimes even changing direction.
I'm guessing this is down to the high clumping values creating some sort of velocity feeback in the grains?
My main setting are:
Constraint Iterations: 120
Static Threshold: 1
Scale Kinetic: 1
Clumping:
Weight: 2
Stiffness: 40
Pop Solver
Max and Min substeps: 20
I'm guessing this is down to the high clumping values creating some sort of velocity feeback in the grains?
My main setting are:
Constraint Iterations: 120
Static Threshold: 1
Scale Kinetic: 1
Clumping:
Weight: 2
Stiffness: 40
Pop Solver
Max and Min substeps: 20
Flip Fluids Stop Filling Aug. 25, 2016, 5:48 a.m.
Is your fluid emitter below the surface of the fluid level?
If so this will stop the fluid from filling up once it gets to a certain level. You can use the divergence attribute to ‘inflate’ the fluid and raise the level that way. It takes quite a while to fine tune the right value. From what I remember you need to turn off reseeding when using divergence or the effect can be cancelled out.
If so this will stop the fluid from filling up once it gets to a certain level. You can use the divergence attribute to ‘inflate’ the fluid and raise the level that way. It takes quite a while to fine tune the right value. From what I remember you need to turn off reseeding when using divergence or the effect can be cancelled out.
Please Help- UNITY won't accept assets from APPRENTICE? Aug. 25, 2016, 5:44 a.m.
Houdini will revert back to the apprentice license when you open a .hipc file.
You used to be able to cut and paste nodes from apprentice to FX, but that doesn't work anymore. If you want to get your nodes into indie you'll have to re-build the scene in indie. Or you can bake out the end result from apprentice to a .bgeo sequence, and then bring this into indie with a file node, and carry on working from there.
You used to be able to cut and paste nodes from apprentice to FX, but that doesn't work anymore. If you want to get your nodes into indie you'll have to re-build the scene in indie. Or you can bake out the end result from apprentice to a .bgeo sequence, and then bring this into indie with a file node, and carry on working from there.