Tuesday 27 September 2016

Snap surface points to another mesh, based on distance

Eg. When you have a simmed fluid not quite sitting on it's collision surface/ intersecting & you want it to be fixed/better.

Using a Point Vop. Plug in the surface and it's "collider".
Drop down a xyzdist plug that into a primitive normal. Hook up the appropriate inputs, don't for the the "file" input in the primitive normal. Set the max search distance to something sensible (probably a small value)

Plug the resultant "dist" from the xyzdist into a fit range node and promote the max value to the object level. In the destination value, set the min to 1 and the max to 0. Multiply this by the distance to avoid affecting the entire object (the max value will clamp a lot of values to 0 and nullify it)

Plug things into a displace along normal node. Promote the scale value. Finally connect the final P value.

It's worth having a group node with bounding points to check how well it's all worked.

Monday 26 September 2016

sticky fields Houdini

Enable Sticky in the Flip Solver.
Create sticky attributes using point wrangle (f@stick=1;) and paint (replace Cd with stick).
VDB from polygons, using the attribute at the bottom of the node.

in the flip solver, add a SOP-scalar-field node and change the data at the bottom to "stick".

Thursday 22 September 2016

bounding box group node for faster VDB meshing

Group points, turn off numeric, enable bounding points & change bounding type to points only.
Blast away particles before VDB evaluation to save on computation time.

Tuesday 20 September 2016

particle velocity to VDB fog/volume

particles, run a pointVop taking length of velocity and fit ranging them (min max to 0 and 1)
Plug new values into pscale.

VDB from particles, select fog, set minimum particle radius to 0.

should have a VDB mask ready for the faster parts of the sim.