Houdini Retime FLIP Sim -- Short Version

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  • เผยแพร่เมื่อ 21 ต.ค. 2024

ความคิดเห็น • 13

  • @ramcga
    @ramcga หลายเดือนก่อน

    Thanks for taking time to put your Rnd together and share!

  • @blartimore
    @blartimore 2 หลายเดือนก่อน

    i can't wrap my mind around the recursive nature of getting the surface from the solver's result to mask a few points from the same solver then solve it for the next frame. huh... writing those down helped me understand a bit more. anyway, 4 years after this video, did you find out some new way to retime FLIP sim or reseeding methods or surface tension?

  • @DigitalEkimose
    @DigitalEkimose ปีที่แล้ว

    Thanks a lot for taking time to share. Very appreciated! :)

  • @oliverspeiser5930
    @oliverspeiser5930 3 ปีที่แล้ว +1

    WOW. just tried it out and it's rock solid. This is so good, it should be implemented as an alternative reseeding option, in case one plans to retime.
    Thanks a lot for this great effort and for sharing it so generously!

    • @WhatIFound
      @WhatIFound  3 ปีที่แล้ว

      Really glad it was helpful. Thanks for the comment.

  • @karimoh3154
    @karimoh3154 5 หลายเดือนก่อน

    Unfortunately I wasn really able to understand what your solution was in the end... it would have been nice to give a bit more insight in what you actually changed on the vob ( hole filler).
    thanks for sharing though

  • @pdjinne65
    @pdjinne65 2 ปีที่แล้ว +1

    can't you just use the point Id attributes to retime it?

    • @xxxvfxxxx1802
      @xxxvfxxxx1802 ปีที่แล้ว

      id attribute is changing over time, thats how reseeding in flip works

    • @pdjinne65
      @pdjinne65 ปีที่แล้ว

      @@xxxvfxxxx1802 Of course, it could not be simple 🥳

  • @dreamforgemediaec
    @dreamforgemediaec 4 ปีที่แล้ว +1

    Cool!.

  • @johnc6578
    @johnc6578 3 ปีที่แล้ว

    u can convert it to mesh and retime it

    • @WhatIFound
      @WhatIFound  3 ปีที่แล้ว +3

      You'd need to retime the points before meshing. In the meshing process you'll get different point counts per frame, and retiming needs consistent point counts, or at least consistent id attributes. Otherwise the retime will try to blend between point positions of points that really have no relation to one another and get a totally unusable result.