the other thing houdini does is accumulate air resistance and target velocity if you have 2 or more wind forces. the function to do that yourself: “`void addWindForce(vector targetv2; float airresist2; vector _targetv; float _airresist) {
float airresist_sum = _airresist + airresist2; _targetv = (_targetv * _airresist + targetv2 * airresist2) / airresist_sum; _airresist = airresist_sum; }“`
Category: hou-effects
Archived post by WhileRomeBurns
if you want to use `targetv`, `airresist`, `drag` you could do the math yourself and store them in custom attributes like `@c_targetv` so bullet doesn’t pick um up and make nans
it’ll be something like this:
“`float imass = 1.0 / @mass;
@c_airresist = @c_airresist * @c_drag; if (@c_airresist > 0) {
// the relative ang vel v@v -= v@c_targetv;
// quadratic drag v@v *= 1.0 / ( (@c_airresist * imass * @TimeInc * length(v@v)) + 1.0 );
// restore frame v@v += v@c_targetv; }“`
i don’t see how that could produce a nan unless c_airresist was negative or mass was zero
which you can add checks for if you like
just skip zero-mass dudes
Archived post by CiaranM
It’s a SOP Solver, so just do your group masking the SOP way 🙂 Specifically, set the group mask on your wrangle nodes to @name=boxes* or @name=spheres*. You really only need a single SOP solver (with Data Name and Group back to default) with as much wrangling per-group as you like inside of it. I really like to keep it simple and keep all of my packed geometry coming from a single SOP source into a single RBD Packed Object. Do as much as you can with SOP-type workflows, avoiding DOP anachronisms at all costs.
Archived post by TOADSTORM
fluids are a shitload easier to solve when you can assume that they’re incompressible. with that assumption in mind, what you don’t want is fluid velocities that are pushing into each other or away from each other, because this would result in fluid densities increasing in some areas and decreasing in others… i.e. compression.
the non-divergent projection iteratively goes over your velocity field and finds ways to redirect those velocities so that they’re not going to result in an increase in pressure. this redirection manifests itself as swirly behavior, which is typically what you want with fluids.
you could see this pretty quickly in action with a 2D pyro sim… make a little ball of gas and apply a uniform outward force from the center. without the non-divergent projection step, the gas would simply expand. with it, it instead starts to swirl around itself in an effort to not increase or decrease pressure.
i’m probably leaving out details that one of you actual smart people can fill in, but that’s my understanding of the process
Archived post by Bender
Eckharts dot product pyro disturbance thing
try now?
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191212/06/19/Smoke_DotProductDistortion.hip
Archived post by trzanko
lil bit of triangle stretch and skin sliding + bend plasticity
was kind of all about finding the right balance of attach stiffness and slide
if you stiffen the slide and loosen the constraint you get bigger folds
and if both stiff you get really fine wrinkles, could be really cool to run on a face or hands
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195512/06/19/skinSlide_v001.hip
Archived post by Solitude
😄 k
speaking of…
www.igorfx.com/hou_adaptive_flip/
Archived post by TOAD$TORM
@NickTaylor just posted this awesome guide to tweaking Bullet sims on Twitter: nicholas-taylor.com/assorted-bullet
sorry if i’m calling you out but this is cool shit
Archived post by trzanko
there’s a pretty neat trick to getting noisey edges without the rbdmaterial fracture sop
the stuff they do in rbd material fracture to compute the intersection planes is pretty intense
so there’s this as an alternative
doesn’t pass every test
but with some love it can get pretty nice results
excited for the guiding stuff, rolling my own on a job rn and would be interested to see their approach ( it’s for sure better haha )
i imagine their guiding method point deforms a tet mesh to the anim geo, and then perhaps they extract a rigid anim xform off the derivatives of the rest / anim tet deformation, and activate pieces by the difs in the rest / anim xforms; shear, scale, rot difs, etc
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195411/07/19/edgeFrac_trzanko_v001.hip
Archived post by mestela
neato, bubble solver for houdini: https://twitter.com/sergenern/status/1180889052859555842
ah geez, its the same guy who wrote the ‘how to model clouds’ blog entry and the ‘how to write your own pathtracer’. what a megadude. sergeneren.com/2019/10/08/bubbleh/