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nicoladanese

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Everything posted by nicoladanese

  1. whitewater - discount version

    Hey I need to create some splashes (only points) of a dolphin going out of water, I don't care about how the whitewater interact with the flip fluid, I just need a raw flip shape to emit whitewater from, and then the whitewater going up and down. camera is a side view and I don't see the surface of water. so at the moment I'm keeping the bbox of the fluid pretty big to contain the whitewater sim, I wonder if I can emit the whitewater from a small flip sim (or a cahed version of it previously cropped) and then let the whitewater go freely without boundaries from the flip sim..I really hope I made myself clear enough cheers!
  2. whitewater - discount version

    Hey Andrea, thanks for your reply, I made some step forward, and decided to discard whitewater and use only flip fluid, the issue I'm having is still there anyway...here I uploaded 2 videos showing my scenario: shotcam is what I need to render (obviously), I don't need water surface, only the splash in the air. but if you look at the second video, witness cam, you see I'm simulating a huge container...it's okay like this, I mean I can do it, is just that to me it looks a big waste of time...I'm meshing only in the area where I need it so in the end the cache is quite light still unnecessary slow to sim in my opinion
  3. popnet, getting number of points for sourcing

    thanks guys! I think opinputpath was the command I was looking for! thanks for the hip Miguel!
  4. Hey! I'm scattering some points and then use them as first input in a popnet to sim it. in the pop source I'd like to just emit a point for every source point, so basically I'm emitting for 1 frame with the same number of points, to get the same points in the sim. is there a way to tell the pop source to emit the exact number of points you have as input (at the mo I'm just manually putting the number...) ? cheers!
  5. popnet, getting number of points for sourcing

    hey thanks for your reply! right, but what about the impulse count? I was looking into something like an expression to tell the impulse count how many points I'm feeding into the pop source...
  6. resize fluid container, best approach?

    Hey! I'm emitting fire from an abject, the object is static but I'm culling part of the object over time to simulate a propagation effect. say that at frame 1 the object is not emitting, and at frame 40 is emitting from the entire surface. If I use the resize at first frame it snaps to nothing (obviously), so I can put a delay of 40 frames to be sure that the resize is including the source, but doesn't look like a smart thing to do as the first 40 frames are unnecessary slow...which approach would be the best? maybe I can add a tracking object which roughly replicate the spread of the emission? have a good day!
  7. meshing slow mo flip fluid

    hey! I'm doing a product splash with a slow mo effect. I tried different solutions about how to retime the sim, and I'm pretty happy at the moment with the technique of timeblend / tiemshift. I was also keen on trying the substep caching ( so a more accurate solution, but slow...) . Anyway, as I said I'm pretty happy with the sim, but once I mesh the particles it seems like the mesh is not really consistent across the frame. Is something you don't notice at full speed, but in slow mo is quite important, especially with water where even a little change in the mesh dramatically modify the look of reflections/refractions. So what I'm doing is cranking up the number of particles (reducing the separation...) to get a more precise mesh. But I'm paying this in terms of sim speed...I was wondering if any of you has experience in this topic. I'm also thinking about changing the scale of the scene, is quite big at the moment (geos are from another software), maybe simming this at a proper scale will help sim_v003_t000.mp4
  8. meshing slow mo flip fluid

    hey Nigel, well yes I'm pretty happy with the result, I ended up simming at real time and then retime at about 1000% of the original speed (so not a huge slow mo, we work at 25 fps here so my slowmo was roughly 250 fps) you can see that the behaviour sometimes isn't really accurate, especially when a collision happens, but still okay...when I think about the sim I'm surprised on how the time of simming/meshing/rendering is splitted in a (for me). I'm really close to deliver the tv commercial, then I will breakdown it and share the results, it will be quite different from the video I posted due to client requests...
  9. meshing slow mo flip fluid

    Hey Nigel well changing the time scale in the dopnet dramatically change the look of the sim, so I avoid that...after a bit of research I found useful tips on the houdini help for the particle fluid surface following those steps I definitely got a much more stable mesh, with no flickering
  10. read back substeps

    great thanks!
  11. read back substeps

    hey! I'm simming a flip fluid sim and I'm writing out substeps to disk in order to do a slow mo effect. At the moment I'm having something like this for 4 substeps testretime.125.25.bgeo.sc testretime.125.5.bgeo.sc testretime.125.75.bgeo.sc testretime.125.bgeo.sc testretime.126.25.bgeo.sc testretime.126.5.bgeo.sc testretime.126.75.bgeo.sc testretime.126.bgeo.sc testretime.127.25.bgeo.sc testretime.127.5.bgeo.sc testretime.127.75.bgeo.sc testretime.127.bgeo.sc how can I read this info back and render it in mantra so that 125.25 becomes 126, 125.5 becomes 127 and so on? should I rename those frame by hand? or there's something smarter?
  12. read back substeps

    hey! just tried but it keeps the same frame for 4 frames and then move to the next one, I think he's looking for integer frame, while mine are 125.25 etc... maybe I can cache them out in another syntax, without using $FF so the files will output already in a nice way
  13. hey, is there a way to expose in the network view a specific parameter of a node? like the file geometry node does with file parameter. I'm asking because while working could be useful to have a quick view of some key parameter without selecting the node cheers
  14. macro shot of droplets falling from ceiling

    hey! thanks for your thoughts on that, I think you're right, I suppose all the drops that are sliding on the ceiling could be generated with vdbs and booleans, while the dropping ones are just deforming geos with some smart shapes blended
  15. hey all! I'm looking into replicate this kind of effect attached: droplets sliding on the ceiling and then falling down, in a macro (so that you can see the drop almost at full frame) and at a much more slow mo speed...any idea on how to approach it? not sure if flip would be the right approach cheers! ref_droplets_A.mp4
  16. fluid with motion blug gets darker

    update: cryptomatte was causing the crash...
  17. hey I'm rendering some fluid with mantra, and I noticed that if I turn on motion blur the fluid gets darker, I thought it was an issue with low samples and noise, but even if I crack up the samples the fluid is still very dark compared to the image without motion blur
  18. fluid with motion blug gets darker

    okay looks like the only thing I had to do was switching from phisically based rendering engine to micropolygon phisically based rendering now with and without motion blur the amount of light is the same, problem is, my render keeps crashing...
  19. fluid with motion blug gets darker

    hey! thanks for your suggestions...I'll do some test and get back with some results
  20. Hey all! I have a bunch of points travelling around, and I would like to create a new set of points, where each of them is orbiting around the given point, in the direction of the main point, I guess the image attached explains it a little better than words...just trying to do it with vex code cheers
  21. point orbiting around another point

    hey! I'm playing with your scene and I'm having nice spheres rotating around those points, but the rotation axis doesn't look right... ap_orbit_around_point_on_path_02.hiplc
  22. point orbiting around another point

    hey atom, thanks, I'm looking into your hip file, problem is my main points are wandering around, not on a straight path (sorry my draw was a little too simple!), they are particles moved by a pop force
  23. particles creating objects

    hey Atom, well yes it could be like you said. to do the butterfly shot my approach would be to create a proxy geo of the wing, project the footage on it, get the color info and proceed with the sim. then get a clean plate of the background and reveal the "real wing" as the particles are coming close to it. I can do it with an actual emission from the wing and then play the sim in reverse, or try do actually attract the particles to the wing in order to build it...of course even in this process at the end of the day you just create a map to reveal the shooted wing...which is one of my doubt...I guess the approach is the same as creating a wet map...get particles closer to the surface, when they hit it get a white pixel to drive the alpha of the wing that will appear
  24. particles creating objects

    hey all! I'm starting to think on how to replicate an effect like this one attached. I'm starting to think about particles attracted by an object, and when particles are close enough or hit the object they inject opacity into the mesh and reveal the object itself. In houdini I'm starting with a simple POP attractor, but I'm having some back and forth elastic effect with particles (I supposed that is due to the pop force node that is keeping particles moving...). So what I'm trying to do is something that is snapping particles to their goal once they are close enough, and also how can I tell to the particles to get the color of their goal from the beginning, and how to kill them when they are close to the goal, and also how can I transfer the hit information to the mesh so I can make it appear...so many questions! thanks to anyone who can drop an idea! attractor_v001.hiplc SAMSUNG Pixel_1.mp4 SAMSUNG Pixel_2.mp4
  25. particles creating objects

    hey doing the opposite and then play it backward was my first idea (and probably my maya approach)...I was hoping in something a little more interesting in terms of setup. Anyway if I do the classic "disintegration effect" still some of my questions are there...the main one is how can I emit and remove the mesh area that has already emitted some particles...but I think there are plenty of tutorials about it!
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