Jump to content


  • Content count

  • Joined

  • Last visited

Community Reputation

2 Neutral

About nicoladanese

  • Rank

Personal Information

  • Name
    Nicola Danese
  • Location
  1. workflow for flip fluid sim/mesh/render

    great! thanks again!
  2. workflow for flip fluid sim/mesh/render

    btw, I'm looking into gridmarkets for cloud sim/renders...do you know if this setup will work on gridmarkets too? I'm looking into their tutorials and they use a slightly different approach, using the "batch" instead of the "merge" , here's a link http://www.gridmarkets.com/submission
  3. workflow for flip fluid sim/mesh/render

    great thanks! now time for step 7 "Grab a beer, have a nap"
  4. workflow for flip fluid sim/mesh/render

    Hey I have 2 questions... first, is this setup correct (see attached image) ? second, I don't get one thing: in this way we cache the particles to disk and we do the same for the mesh, but we're not telling to those nodes to actually read the cache from disk. I mean, after I manually write a cache on one of these nodes I check the "load from disk" checkbox to enable the "reading" of the cache. How this setup is supposed to deal with this?Am I missing something? cheers!
  5. workflow for flip fluid sim/mesh/render

    Hey James thanks for your help! I'll give it a go asap and let you know! awww...step 7 is definitely my goal for this!
  6. Custom Vortex Field - FLIP Whirlpool

    hey, look at this topic I created a few weeks ago could be very helpful for you as well...
  7. workflow for flip fluid sim/mesh/render

    Hey! I'm wondering what could be the best workflow for working with flip fluid, from sim to render. I mean, I have the usual setup for flip fluid with autoDopNetwork, particle_fluid and particle_interior. In my very simple workflow I made 2 steps: 1- I wrote to disk my flip sim using the "import_particle" Dop I/O node under the particle_fluid node. This way I have my sim cached out, then 2- I wrote to disk the "particlefluidsurface" mesh using the "surface_cache" node, still under particle_fluid node, then 3- I render What do you think? Any suggestion? I'm wondering if there's a way of doing all of these steps in one go so I can launch the process overnight and find my sim cached and my render done the morning after cheers!
  8. apply noise to flip fluid source

    Hey Miguel! you got it right and solved my issue! thanks a lot!
  9. apply noise to flip fluid source

    Hey! I'm trying to replicate some sort of noise on my flip fluid emission volume in a volume I can use a volume VOP to multiply the density and create some interesting shapes that change over time, but when I emit flip fluid I have this fluid source and I couldn't find a way of eroding it to get a much nicer and organic shape. I'm introducing some noise on the emission speed and that works well, and also I'm applying a mountain SOP to the original shape to break the surface, but I still miss some noise on it. Any idea? fluid_source_noise.hipnc
  10. how to smoothly turn off flip fluid emission from object

    hey Nigel, thanks for your suggestion, worked perfectly!
  11. Hello! just wondering what's the best way to gradually decrease the amount of fluid emitted by an object...is there any way of multiply the emission volume by a noise that slowly goes to 0 in amplitude?
  12. flip fluid vortex

    that's great help! cheers!
  13. flip fluid vortex

    thanks guys! those tutorials look very promising!
  14. flip fluid vortex

    Hey! I'm trying to replicate an fx like this one, flip fluid (water in my scenario) creating a vortex...just wondering if anyone has an idea on where to start from, examples, hints... thanks a lot!
  15. waterfall

    great stuff! definitely something to get started thanks a lot! about advecting particles with fluid I fell into this video and reading comments is all about a low res fluid with millions of particles advected by it, motion looks very natural! I think I'm going to start with it!