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Found 364 results

  1. 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
  2. Hello everyone! How would you go about making the bubbles generated from a whitewater sim to last a few frames on the surface of the fluid before being killed? Thanks, Diogo
  3. Fluid Explosion with Viscosity

    Hey guys, I was having a little trouble with my fluid explosion. I want it to be very similar to this but I'm having a few problems. 1. The ground plane doesn't react with the fluid. 2. I want the explode the fluid in a series of directions but for some reason, it is only going in one. 3. I can't seem to get it to burst. Instead, it keeps emitting I'm sorry I haven't done any fluid simulation before but really want to learn. Thank you! Fluid_Explosion_002.hip
  4. 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?
  5. FLIP Collision and behaviours

    Hello, I come from a Realflow background where you adjust the collision settings like roughness and bounce within the menus of the object of collision. In houdini there are 2 places where I see the same settings, and I don't know if both of them affect the simulation (if not, then wich one?): FLIP Object -> Properties -> Physical. Static Object -> Physical. In Realflow there was a parameter that easily let me escalate the intensity of the collisions, meaning that some objects would create bigger disturbance and higher splashes (not affecting the global forces on the scene). In Houdini I thought the equivalent was Velocity Scale on collisions, and I tried to change the value to 0 only to find out that not much changed in the splashes generated by the collisions... Any idea how to achieve this difference in intensity? Thanks
  6. FLIP Spray not colliding

    Hello every one, I am doing a regular FLIP simulation where I have my particles colliding properly with a passive object. I have added a whitewater dopnetwork from shelf, and I re-created the collision setup in there. When I add foam and spray, everything goes as expected, but the spray just goes ballistic and completly ignores th collision borders. In the capture below you have an example of the overshooting particles (the ones making the correct form are the regular corefluid FLIP particles).
  7. I'm having a bit of trouble with the diplacement working from the ocean flattank_fluid_extended node. I got the volumetric fluid to extend, but getting the displacement effect is giving me some trouble. I'm trying to get the volumetric fluid to follow the extended fluid plane's displacement, but it doesn't seem to follow when I point it to the /obj/flattank_fluid_extended/RENDER vs. the /obj/flattank_fluid/RENDER. What is missing in the extended node that doesn't give the volume the proper displacement? Thanks. This is a bit of a new system, so I'm a bit lost in the woods. The surface is working great, though, and I really love the new system.
  8. I Speak Whale - Houdini Project

    Hi guys, i would like share with all of you my latest personal project i did on my spare time. Hope you like it.
  9. Flip Collision issue

    Hi does anybody familiar with that issue? it happens often and usually gone after some changing but now its still there and i cant fix it, as u see here it looks like a bounding box from colission ship, so i found its a velocity of collision from fluid solver, i use volume representation of the ship, and there isnt any colission on the ship but the fluid solver makes it itself and it wrong, how to do this correct ?
  10. Flip fluids Jeff Wagner

    Hi there, This is the first time I'm positing it, so I hope everything is in the right place :). I've been watching the Jeff Wagner tutorials for flip fluids and I have a question about one of his examples. In the water rapids file, the fluid basically flows over the side of the terrain and out. I tried changing the velocity, but that doesn't seem to change anything. I also tried to make the fluid follow a curve with a velocity field, but this doesn't look natural at all. I was wondering if anyone can maybe explain why this happens and also if anyone knows how to fix this? Thanks.
  11. Guided Ocean Layer SIM missing frames

    I'm trying to sim waves lapping up onto large rocks jutting out of an ocean. The sim appears to be working. However, when I write out to a bgeo sequence, some of the files have low byte counts, and are correspondingly missing when you play them back. This was simmed on a machine with 24 processors and 20GB of ram. I'm going to try to increase memory to see if this fixes the problem. But it would be helpful if the hip file could write out more informative diagnostic information. How would one go about doing this? As the geometry rop doesn't inherit any log info from the source DOP. thanks devilsRock.waveSim.h16p5p378.v007.hipnc
  12. Flip mesh artifacts

    Hey magicians, I'm trying to export a flip sim (I used suction fluid) but I'm getting some artifacts on the mesh, like pixelation as well as weird behaviors. Also, the mesh (its a usb model) doesnt fill completely. I already played with density, suction force, distance and some other parameters with no luck. I want to have a clean liquid filling the mesh, any advice on it? P.S: Attached is the video with different setups Thanks! USB_RD_02_Mesh_02.mov
  13. I am trying to simulate egg whites inside the eggshell which then gets pushed out by an escaping yolk (the yolk is not a fluid, just a deforming collision object), and drips down onto the eggshell. I can get a simulation running by making the eggshell collision geometry really thick prior to vdb conversion, however the fluid actually needs to conform to eggshell surface which is really thin, so this is not going to work. But without some thickness the fluid simply exits the collision geometry. What is the best way to approach this? Cheers
  14. Hi everyone, I'm trying to simulate a cruise moving across the ocean. I did few tests but haven't get the result I'm looking for. I need some help and advice from the community. Here are two of tests I did: FLIP tank size:130*15*140 Particle Sep: 0.15 Grid Scale: 2 The first with Reseeding On, the second one with reseeding off. https://vimeo.com/259249552 https://vimeo.com/259249724 Not sure which part went wrong in my settings. Both videos have FLIP particles pushed out so much and unable to maintain the shape it should be. Here is the image similar to what I'm looking for. I also attached the hip file. B_cruise_11_a.hiplc
  15. Interior Fluid Shader

    Hey wizards! I have a challenge I need help solving. I'm doing a flip sim where I have to mix two different fluids together, I.E. water and lets say molten aluminum. Clearly these two fluids need 2 different shaders, but when doing a sim you'd want one one mesh to keep everything clean without gaps or ips. I've already created a single shader driven by surface attributes to get the two different materials to work on the same mesh. There's only one massive, glaring issue with this method. You don't get any of your interior attributes back from your particles when using a mesh. The many solutions I've tried all fall short including using volume representations of the interior fluid, this is because a volume cannot receive lighting information that surfaces can I.E spec, refraction, SSS, etc. One idea that I haven't been able to fully explore, due to my lack of shading knowledge, is the way that ocean shaders use particle and volume data to create the deep ocean looks that Houdini is great at. So TLDR my question is: Is it possible to recreate a shader that works like the ocean shaders in that I can take volume and particle attributes to drive things like sss, spec, refraction, etc. using the principled shader. If so, if anyone has any basic leads or can point me in the right direction to get started that'd be huge. I really want to get this shader to look incredible so I can share it with the rest of the community down the road if anyone needed to tackle something similar. Have at it team!
  16. Art directable flip fluids

    Hi, I'm starting to do some flip fluids and I would like to be able to art direct them better, in the example I've attached, the fluids have a lot of art direction, they don't even collide but move like controlled by blendshapes. I can drive the fluids by custom forces and modify their behavior, but I'm having trouble getting an initial shape like that, with the wide leading end and then a flat stream, can anyone sugest a way to get something similar? thank you in advance. FluidsCollisionRef.mp4
  17. I'm using the Ocean Flat Tank Shelf tool to do a flip sim, and then render an extended ocean with the ocean displacement tools. Basically, trying to follow along with the example shown in the Houdini 16 Ocean tools masterclass. The issue I'm having is, when I use the Flattening tools on the particlefluidsurface sop, I get a lot of extra geometry below the surface. The default Extrude Polygons mode is planar and I get a lot of planes below the surface. If I change to Along Each Axis, I get the extra geo planes above the surface as well. Has anyone run into this issue? I didn't really change any simulation settings on the flattank_sim from what the shelf tool set up. I suppose it's possible the new narrow band settings are somehow breaking the flatten geometry tools? I should test with the narrow band turned off maybe but I would hope that wouldn't break the setup. I'm hoping someone else has seen this before and found a solution.
  18. adding turbulence to flip sim

    Hey! What is wrong with my setup? I am just trying to use a source volume node to add turbulence to my sim. However, I can't get it to work! Any help would be amazing. Thanks, flip.hipnc
  19. Hi all I am trying to simulate rain splashing on an already full tea cup, like the reference below. I have done a FLIP simulation which fills up the teacup quickly using an emitter inside the teacup, i have also done a basic rain simulation using the POP solver. BUT. i cant get the two to interact, the rain needs to be splashing the water as it hits it but i have been struggling for a few days and just cant seem to get it to work. I'm guessing its because i have used a FLIP solver for one and a POP solver for the other, but i have tried making them both FLIP or both POP but i just cant seem to get it to work with either. I don't know a huge amount about particle simulations so i might be being really dumb here but can anyone give me any advice or spot anywhere where i have gone wrong? I've attached the scene file and the geometry .obj that needs reading in, along with some screenshots of my nodes. Any advice would be amazing! Thank you in advance! rain_issues.hipnc teaCupV3.obj
  20. Hello Houdini Users, I am new around the forum, and have been exploring the software for some time now. I come from a Realflow background, where I usually would go for an open domain Hybrido simulation and the particles could leave the container freely. Now confronted with the FLIP Tank workflow, I realized that the waterline option kills the particles at the boundary, instead of them rebounding (I always get some rebound with just waterline turned on), making it look like the container's walls don't exist above that certain waterline level. To avoid the loss of volume due to the killing of the particles,I turn the boundary layer on and it looks like it somehow replenishes the particles, but it generates artifacts that I can't comprehend: -Just turning on the boundary layer and leaving the padding at 0 makes it look like it is not working at all, thus I still loose volume and get some rebounds. -If i set padding values like for ex. 1 (in x and z) I get jittery particles around the boundarys. Could some one explain to me how is the Boundary Layer suppose to work (very briefly), most specificly the "Padding" options and in what context should it be used? Thanks, Diogo
  21. Hey everybody, I'm following some lessons about the reworked ocean tools in Houdini 16, and made a typical FLIP sim of a boat on ocean. But when I plug my compressed flip cache into the Particle Fluid Surface node and select "compressed fluid surface", I don't get any surface mesh at all - just the particles from the cache. Has this happened to anybody else or does anybody know how to get it work.
  22. Floating Particles in Water?

    Hi there! I am currently a vfx student and very new to houdini! So far it's been tons of fun but I've come across a problem, basically I want to create particles like algae and dust floating in water, but I'm really unsure what the best way to go about it is. Originally I was just going to do a very basic particle sim with some currents going through...but that didn't really work out. So, how do I approach this? Any little bit of help would be greatly appreciated!
  23. Hey! In my scene (I think it may only work with 16.5) how could I use the sphere in my scene to be an additional flip emitter? The idea is to keep adding water to the top bowl. I want to use the top sphere as an flip fluid emitter. How would I set that up? Is it possible to have to flip objects going into one solver? Thanks water.hipnc
  24. Hi All! Are there any ways to optimise/reduce the file size of Houdini caches. I'm caching a (very small) FLIP fluid sim with a 'File Cache' Node at the moment and each frame is about 100MB. Multiply by 500 frames and that's a BIG cache! - not to mention the time its taking! I am sure it shouldn't be this large considering this is only a very small fluid sim so any tips would be great! I know a lot of people have this issue with sims so hopefully kind people can help us out! Thanks in advance!
  25. Bottle pour into glass.

    Beginner houdini user here. Trying to learn small scale simulations has been a struggle so far. It's been far from a logical journey so far i must say. The simulation i am working on is a bottle of beer poured into a glass and then the bottle is set down on again. With lots of iterations i have managed to get the first state of the pour to a good look i think. however i know want to set the bottle down again and that is when things start to get funky. The flip particles seems to increase in velocity when moving the bottle back and down again, resulting in them spraying out in control upwards. I have no idea what is going on and why, been trying different settings for quite some time now so if someone has a pointer in the right direction that would be awesome! Attaching a compressed scene file with all the geo and also a flipbook of it. beerpour.rar beerpour_v008.mov
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