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bifrost

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bifrost last won the day on October 20 2016

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About bifrost

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    LC
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    Vancouver, BC

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  1. Melting/Tar simulation

    Anyone?
  2. Melting/Tar simulation

    Hey Houdini gurus, I am trying to achieve this effect of a melting object. (video below) Do any of you lot have idea on how to approach this? My guess if flip fluid but how to get the stretchy and deforming part with it? Any help on this would be really appreciated. Regards, b
  3. Custom Vortex Field - FLIP Whirlpool

    Thanks a lot Atom! That's a great link page you have there. Unfortunately, I wasn't able to find any custom vortex field example in there. There are a couple of tornado ones but their approach is very different that what I want. Also, your file looks great. I will look into it. -b
  4. Hey Houdini Gurus! I am trying to do some RnD on creating a massive whirlpool using flip fluids. Although I am aware of how to create custom forces in Houdini, I am pretty much clueless on how to create a tangential vortex force in order to achieve this effect. In my head, here is how I think I would do it. Correct me if I am wrong. - Create a geometry where whirlpool would swirl on including the middle whole. - Create custom tangential vectors on that geometry with some noise patterns on it to break the uniformity. - Plug the field into the flip. Can anyone help me with this? What would be the maths behind it? I searched here and people have done it using Houdini Ocean Toolkit before but that's not the approach I am looking for. I want to achieve it in flip. Something like this Thanks a lot for the help. -b
  5. Animate pScale of flip overtime?

    I didn't know it did the calculation every timestep. It makes sense now. Cheers James!
  6. Animate pScale of flip overtime?

    Thanks a lot John! That works like a charm. Can you explain the logic here please?
  7. Animate pScale of flip overtime?

    Hey guys! Was wondering if anyone has an idea how to decrease the pScale of flip fluid overtime during the sim? I am trying to do a shrinking effect using flip and thought this might be a good place to begin with. Unfortunately, animating particle radius scale on the flip object doesn't really work. If you have any other idea how to achieve the shrinking effect, please let me know. All help is appreciated. Cheers, b
  8. Melting plastic approach

    Thanks a lot Atom! That really helped. Cheers, b
  9. Melting plastic approach

    Hey guys! Started some RnD recently on melting plastic with shrinking due to intense heat. Do you guys have any idea how to approach this effect? I have been trying with FEM but denting works but not melting. However I am not sure how flip fluids will shine in this area? Didn't get time to test it out. Any help on this is gonna be amazing. Cheers, b
  10. FEM Fracture Attribute

    Yes! You can use the voronoi fracture node. After you are done fracturing with voronoi, drop down the connectivity sop and rename class to "fracturepart" on prims. Done! Make sure you still use the solid embed node to convert everything to tetras. Solid fracture is based on a random seed value based on the point position noise which isn't very controllable, as you mentioned. -bf
  11. Maya Rig -> FEM

    I have been playing with FEM lately. What you can possible do is an attribute called "pintoanimation". Just create groups where you want the animation to be and in an attribute create node, create the attribute called pintoanimtion. Point attribute with float. Give it a value of 1 and have it affected on the said group. FEM will automatically will not touch those groups. Since it's a float value, you can give it a nice fall off for smoother results. Hope this helps! -bf
  12. Hey guys, got a very unusual question. I am suffering from a bad habit of using opinputpaths in my dopnet. But I only have 4 inputs to play with. Is there a way to increase those inputs to let's say 8? And also have different colour to those extra 4 inputs? I checked the edit parameter interface of the node but no luck. :/ Cheers, b
  13. Problem with flip fluid high viscosity simulation.

    Usually with small scale simulations like these, you need surface tension. At the moment, there is no "direct answer" to that in H but there are some ways to achieve it. Look for "fill holes" technique around the interwebs. Also, you can try dropping a cube in a tank with high viscosity and velocity scale under collisions turned high up. Also, don't forget to switch the solver type from Splashy Kernel to Swirly Kernel as it is optimised to give you smooth results like mentioned above. -bf
  14. Surface tension and small scale fluid sims

    There is no physically correct surface tension in Houdini yet. However, you can cheat your way through with the fill holes technique which Sepu has mentioned above.
  15. whitewater control (More spray)

    I usually follow the approach of doing bubbles and foam in one simulation and spray in another. Bubbles and foam needs to be simmed together because foam is essentially those bubbles which have surfaced. You can also do all of them in the same simulation but group them before saving the bgeos out. That way, you have full control during the render stage.
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