Archived post by Dave Stewart

Had a little time this eve to fix some shit and add standard collisions back in

Tidied it up if anyone wants to have a play, probably better ways to set this up but it’s not horribly convoluted (at least by my questionable standards 😂 )

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20224301/12/22/DStewart_FLIP_WindTunnel_FromSmokeSolver_08.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20224301/12/22/DStewart_FLIP_WindTunnel_FromSmokeSolver_08.hip

Archived post by JeffLMnT

@nicholas ralabate @jake rice 😮 This is a really stupid example, but it demonstrates the technique nonetheless

Sorry, my discord notifications were off – so I didn’t see this until I switched on my computer

I’m using a complied block in a sop solver and processing both geometry and constraints in the same step – and they work in tandem 🙂

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20212110/18/21/jmp_rbd_constraints_geo_block.hip

Archived post by Solitude

yeah I have a file for that somewhere. You still need to resim it from the velocity field though

not the pyro, just the rest fields.

lemme try and find it

rest field from vel field

makes it so you don’t have to resim the entire pyro just to get a change in the rest fields

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20215709/30/21/restField_setup.hiplc

Archived post by SniperJake945

yeah they just go away

cuz like there will be no zero crossing most likely

if the inset is too small, and the resolution isnt high enough ull get artifacts though

so if u want realllly thin borders ud have to crank the resolution to like 1000 frequency on the sphere

lemme save this out one sec

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20211108/04/21/marching_squares_country_borders.hip