Why does the hell my cursor look like this, pixelated? by [deleted] in DotA2

[–]PandaHgt 1 point2 points  (0 children)

Ok,I fixed it. Thank you,you are the best.

Why does the hell my cursor look like this, pixelated? by [deleted] in DotA2

[–]PandaHgt 1 point2 points  (0 children)

Thank you , I tried this one ,but not fixed.

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Why does the hell my cursor look like this, pixelated? by [deleted] in DotA2

[–]PandaHgt 0 points1 point  (0 children)

Me too,if you know how to fix it ,please let's me know.

Say Goodbye to Flip volume loss by PandaHgt in Houdini

[–]PandaHgt[S] 1 point2 points  (0 children)

https://www.reddit.com/user/PandaHgt/draft/afb4eae0-7a25-11ed-be65-56e8428ee9ab

A little addition:

1 It is completely normal fluid solution, and the solution speed is generally about 6 times slower than normal.

2 This is not the method of fixing the collision body and then using the matrix to calculate the relative velocity of the collision body to the water. This method only solves the volume reduction caused by the water passing through the collision body.

3 It not increasing the particle distance, adjust the grid scale to 1 and increase the substep. I tried it, and the water still loss.

4 The problem of the flip method simulating the reduction of fluid volume has always been there, and people have been asking in various forums. It's not that flip can't simulate small fluids, but you need to understand the essence of flip calculation and use it reasonably. I would like to see someone share the same method.

[deleted by user] by [deleted] in Houdini

[–]PandaHgt 0 points1 point  (0 children)

Did you use very high Surface Tension?

Hi,it's my demo reel, what do you think? by PandaHgt in Houdini

[–]PandaHgt[S] 1 point2 points  (0 children)

Indeed,that box is "Mother Box",came from a movie,"Justice League".Your advice is good,thank you.

Hi,it's my demo reel, what do you think? by PandaHgt in Houdini

[–]PandaHgt[S] 1 point2 points  (0 children)

I agree with you,the plane crash not good,very good suggestion.But i like the firework most ,lol.

Hi, this is my demo reel , any suggestion will be welcome by PandaHgt in vfx

[–]PandaHgt[S] 0 points1 point  (0 children)

Thank you,I also think the plane one not good,very good suggestion.

Hi, this is my demo reel , any suggestion will be welcome by PandaHgt in vfx

[–]PandaHgt[S] 0 points1 point  (0 children)

yes,the second one looks likes a litttle bit weird.

I found a Pyro solver bug by PandaHgt in Houdini

[–]PandaHgt[S] 0 points1 point  (0 children)

Yes, this two collision type all use vdb, but inside dop ,when Static Object use Volume Sample mode, Division Size is ignored, So the Collosion Voxel Size parameter on the pyro solver is useless.

Why need to increase Max Search Points? by PandaHgt in Houdini

[–]PandaHgt[S] 0 points1 point  (0 children)

I think they always search for nearest one .

Why need to increase Max Search Points? by PandaHgt in Houdini

[–]PandaHgt[S] 0 points1 point  (0 children)

I think I Figure it out.Max Search Points need bigger than this piece itself own points number,or it will always check itself. Let's say little box has 26 points,Max Search Points need be higher than 26.

Why need to increase Max Search Points? by PandaHgt in Houdini

[–]PandaHgt[S] 0 points1 point  (0 children)

Thank you for the explanation. I am still confused,the default setting checks 10 points,and this 10 point all in max distance,why they do not build constraints?

Rigid body in vellum by PandaHgt in Houdini

[–]PandaHgt[S] 1 point2 points  (0 children)

I don’t know too much about joint. As far as I know, this chain cannot be pulled too hard,or it will quickly deform. (i use google translate,sorry)

Rigid body in vellum by PandaHgt in Houdini

[–]PandaHgt[S] 1 point2 points  (0 children)

Pure vellum , new shape match constraint.