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nicoladanese

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Everything posted by nicoladanese

  1. workflow for flip fluid sim/mesh/render

    great! thanks again!
  2. 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!
  3. 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
  4. workflow for flip fluid sim/mesh/render

    great thanks! now time for step 7 "Grab a beer, have a nap"
  5. 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!
  6. 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!
  7. Custom Vortex Field - FLIP Whirlpool

    hey, look at this topic I created a few weeks ago could be very helpful for you as well...
  8. 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
  9. apply noise to flip fluid source

    Hey Miguel! you got it right and solved my issue! thanks a lot!
  10. 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?
  11. how to smoothly turn off flip fluid emission from object

    hey Nigel, thanks for your suggestion, worked perfectly!
  12. 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!
  13. flip fluid vortex

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

    thanks guys! those tutorials look very promising!
  15. camera frustum on pyro sim

    Hey! I'm trying to cull out voxels that are out of the camera frustum (plus a little bit more for shadows sake) to save simulation time and increase details where needed, I found some examples for particles but nothing for volumes / pyro any help would be really appreciated! cheers
  16. waterfall

    Hey all! I need to start an fx of a waterfall that looks like the image attached. I'd like to get ideas on how to approach it, I think there is no need of meshes but just lots of points...
  17. 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!
  18. rendering fire, test renders

    Hi all! I'm doing some research on rendering pyro explosions, and here's the result of my comparison between mantra on houdini and renderman 21 on maya using a vdb cache from a pyro explosion. https://vimeo.com/218752467 my thoughts I'm pretty happy with both of them, fire looks detailed as I expected from the hi res sim, and I like the way the light scatters through the smoke and lit it. renderman version came out "hotter" in terms of color than the mantra one, but I guess is something to do with the way blackbody radiations infos were passed to the emission component of the shader, so I can probably get closer one to the other by remapping values in a slightly different way mantra pros render the explosion with mantra was fast in terms of setting up the scene, and the shader is much easier to play with. It's also nicely setup when you create the pyro sim, so you can get a nice looking fire in a few click. cons I found render time slower than renderman, and I couldn't find a way of getting rid of the huge amount of noise in the meshes lit by the explosions (especially when the core of the explosion is brighter) , although my render settings are pretty high (I think): pixel samples 9/9, min/max ray samples 1/9 with noise level 0.005, diffuse and volume limit 5 renderman pros I managed to get faster frames with less noise on the surrounding environments cons set up the shader was kind of a pain compared to mantra. I needed to import fields and remap some values to make them work with PxrBlackBody, nothing too complicated but far more slow compared to mantra I'd really like to get feedback, ideas, personal experience or anything you'd like to say about it
  19. rendering fire, test renders

    hey Heribert! thanks for your reply I tried min/max samplese to 3/9 and diffuse quality 10, definitely got rid of 90% of the noise, but the render time went from 25 minutes to more than 3 hours and a half! too bad you end up spending most of render time rendering the environment rather than the fire itself...I wonder if there's a smart way of converting the fire into something a little simpler to lit the env without using the actual fire cache...some kind of emissime mesh tinted with the color of the fire...
  20. Hey I'm wondering if there's a way of preventing houdini to go back to frame 1 when I interrupt a flipbook, I quite often launch flipbook to check sims and then stop to look at the sim from different perspective. I know I can write the cache but if there's a setting to avoid that it would be great I think... cheers
  21. camera frustum on pyro sim

    hey Jesper/Diego thanks for the multiple suggestions, for my specific case I ended up using multiple boxes as sink volume to remove density!
  22. camera frustum on pyro sim

    hey Jesper thanks for your reply, I had a look at your example, but it seems to me like this solution is good for rendering, but not for simming. I think I need something that lives inside the DOP of my pyro, maybe a hack on the Gas Resize Fluid Dynamic operator to cull the density fiels where I don't need it
  23. customize pyro emitter

    Hey all! I'm doing a pyro sim of a wheel burnout for a car drift, at the moment I'm emitting from the tyre, but I'd like to emit more from specific area (see attached image) , I mean I'd like to control more the areas of emission, considering the fact that obviously the tyre is rotating... any idea/suggestion ? cheers!
  24. customize pyro emitter

    great! thanks again very appreciated!
  25. customize pyro emitter

    in fact using a group node and the box as bounding box for the group solved the issue! thanks again for your suggestion! Now one good thing to add would be a blur so the emission density fade out instead of being high or low...
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