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Found 322 results

  1. What's kiling my particles?

    I have a simple curved tube open at the top and closed at the bottom with 3 fluid sources inside (see image below). They emit and the fluid travels nicely inside the curved tube. However, it doesn't collect at the bottom of the tube. It also doesn't appear to be leaking or near the volume boundary (so that's not killing the particles either). Hip file attached. Much appreciated if anyone has time to check it out. workbench.hiplc
  2. Hi all! Loads of cool stuff here. I'm looking for ideas/suggestions from Houdini veterans on how to recreate a process of melting or a differential erosion of the material. I have attached a screen cap of the closest example I've found in a video by Christoph Bader/Dominik Kolb called Area Contraction. Also attached a macro shot & GIF of my physical experiment of creating similar structures via melting. Sadly, I haven't been able to find any papers or simulation breakdown examples of Area Contraction or how to replicate it in Houdini. There are so many potential paths to take that I feel a bit lost - is it best to operate in volumes or VDBs? Or should I simply stick to particle solvers? FLIP liquid with attractors? FLIP liquid driven by temperature values (lava, snow, ice shelf tools)?
  3. Hello! I'm new to Houdini, please help!!! I need a small tornado from the fountain that enveloping the character's arm. I try to do this in a simulation, but I can not get a stable beautiful shape. I've tried to do custom velocity field like that too (https://www.youtube.com/watch?v=z19fxCbe2Eg), but still don't get stabil tornado shape. Also,I noticed that if I make a simulation in real size, then it is even more unstable and not beautiful(maybe I'm doing something wrong). The tornado should react to changing the position of the hand (hand is mooving back and forth). And do not know how to achieve the shape of whilrpool,as at my picture. Please, help! armGeo.obj armFX_experinemtal2.hipnc
  4. Hi all! Loads of cool stuff here. I'm looking for ideas/suggestions from Houdini veterans on how to recreate a process of melting or a differential erosion of the material. I have attached a screen cap of the closest example I've found in a video by Christoph Bader/Dominik Kolb called Area Contraction. Also attached a macro shot & GIF of my physical experiment of creating similar structures via melting. Sadly, I haven't been able to find any papers or simulation breakdown examples of Area Contraction or how to replicate it in Houdini. There are so many potential paths to take that I feel a bit lost - is it best to operate in volumes or VDBs? Or should I simply stick to particle solvers? FLIP liquid with attractors? FLIP liquid driven by temperature values (lava, snow, ice shelf tools)?
  5. Bullet and Flips collisions?

    Hi, Can someone please help me confirm is bullet is compatible or not with flip simulations? I set up a simple packed geo as a static object for a flip simulation. The geometry collision is properly calculated as convex hulls… (image1) But as soon as I run the sim this weird shape appears (image2) It is like if the flip sim automatically converts the collision geo into a weird resampled volume. is this true? Would this mean that the flip solver will automatically convert the packed geo into a volume? Feel free to look at my set up… I simplified the scene to run a test. (the hip file is attached at the bottom) bulletandFlip.hiplc I also added this post in SideFx forums as is driving me crazy trying to figure the solution... I have figured a work around transforming my collision geo into volumes and then just using regular static solver but I would like to have a clear answer about what is going on here...
  6. Parting Red Sea

    I want to try an effect about Parting Red Sea,who can give me some idears? thank you!
  7. Smoke & Mirrors ... a NYC post house needs an artist capable of create a macro demo with a biomedical feel. Should be comfortable with Flip/SPH Fluid, Particles, Pyro as well as procedural animation and deformations. This project is self contained so working remotely is a possibility. If you are interested you may contact me directly here for more info using PM here. Thanks
  8. FLIP auto resize tool

    Hey guys, I received few requests to share my tool. I guess it may be interesting to someone else. This project is just a simple test which I did in a few hours, so it still needs some tweaking. Anyway, I hope it'll be useful to someone. cheers FLIP_auto_resize_03.hip
  9. Hi Can someone shed some light on how to render a velocity pass, from a flip fluid vdb mesh, for compositing? Here's a reference videos:
  10. Hello, I was wondering if anyone had any suggestions as to why my flip fluid sim seems to "compress" as my container moves. Any help would be appreciated. Thanks!
  11. Flip Fluid Collision Problems

    Hello! I am having a problem with collision for my flip fluid sim, frame 2 for some reason a chunk of particles falls through the bottom of my "cup" I've checked my collisions on my "cup" and I've also tried adding a sub d node in my tree. both didn't have any result. Also, as the sim continues my particles pretty much all disappear. I'm pretty new to water sims so I'm not really sure the problem. Thanks!
  12. I'm trying to get FLIP and Rigid Bodies to interact with each other. At the moment I've been dropping RBDs (both whole and fractured objects. No packed geo) into a deep tube of water and trying to get them to slow to a stop before floating back up to the surface. So far the best I've been able to do is get the rigids to collide with and move the water. The water has absolutely no effect on the rigids, and neither of the object's masses seems to have any effect on the sim either. I've also tried increasing the Feedback Scale on the FLIP solver (the most common suggestion), plugging the FLIP solver into the merge node before the RBD Solver, and changing it from "Left Affects Right" to "Mutual" (both these changes gave extremely explosive/unstable sims, and still didn't work), changing the rigid solver from bullet to RBD, and playing around with the various collision and velocity settings on the FLIP solver. Nothing worked at all. Does anyone have any suggestions of how to get FLIP and RBDs to play together nicely?
  13. problem with flip

    how can i get rid of the black spot in the water ? look like the flip sim is passing through my geo ?
  14. Made this little motion graphics intro with Houdini and C4D, rendered in Cinema 4d with Arnold
  15. Turn fluid to soild

    How can i pour liquid into a container and then turn it into solid jell-o ? Thanks in advance.
  16. Mike Stoliarov FX artist reel 2017

    Hi! There is my fresh demoreel.Houdini, Maya , Real Flow.
  17. Hi all, hoping someone can help with this -- I've got a beach break sim, waves crashing on the rocky shore, etc. As the wave crests and curls over to crash, there's problems with the interior surfaces. While trying to eliminate variables and track down the issue, I've been working with a smaller section of the sim and turned off all the filtering on the mesh so it looks a bit crunchy right now, but hopefully this shows things clearly enough: (front view) (back view): --There it is, frames 98-99, a big part of the mesh just disappears, *pop*! This was done with the particle fluid surface SOP by the way, Houdini 15.5.565 . I've opened it up and have been digging around to try and diagnose the problem and so far all I can do is cause that shape to disappear on a different frame, sometimes it reappears for a few frames. So far I think it has something to do with how the surface layer of particles gets combined with the source @surface field out of DOPs. I get the same problem with or without using the Fluid Compress node. I've been all over the place with the erosion scale, droplet size, etc., but nothing is improving things If I look at the particles coming out of DOPs, I can see that the interior detail is there, nothing's popping from the sim: , and if I view the surface field coming from DOPs, that looks more like what I would expect: Anyway, I'm running out of ideas on how to fix this. I'd really like to take advantage of the fluid compression and the features that Particle Fluid Surface offers, but the "unioning" of the VDB from particles and the compressed fluid SDF isn't working so well. If I give up and just use the surface field straight from DOPS, I lose a lot of control over the detail and breakup of the splash areas. Any advice or tips are most welcome! Houdini 5.5.565 / Mac OS X 10.11.1
  18. FLIP / FEM - Mutual Interaction

    Sup guys, I'm trying to make a Fluid pushing a FEM sphere. I've found some information about fluid force + some setting on the flip solver but the FEM object just don't move. I'm clearly doing something wrong. Can anyone help understand what's going on? Thank's, Alvaro FLIP FEM.rar
  19. I am trying to export flip sim from H to maya in Houdini 16.If I get it right,I have to export mesh,with flatened geometry ,like alemic,for example,and displacement with baked masks and ocean spectrum like exr ,for example,but I cant make it work.Can anyone help me? Thank you!
  20. 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
  21. FLIP Stick on Mesh

    Hey guys, What is the best way to make FLIP reaaally stick to an object? Right now I'm using only the "Stick on Collision" option but it doesn't work as I expected. I've crancked up the normal value to make it move more drastically but It's getting unstalble. I guess this setup from Dave Stewart works better than the Stick on Collision only (i guess he's using both). It doens't stick like mud the the object but I'd like to know how it works as well, he says: "Grabbed the Pressure field values (Gas Field to Particle) and ran them through a POP VOP, also using the surface distance to reinforce the outer shell of the toy." how can I use the Gas Field to Particle? I know what it does but i have no idea on how to connect it with the object and trasnfer this velocities using a VOP POP. Well, any tips are welcome Thank's - Alvaro
  22. Gently wobbling fluid and foam

    Hi. I'm new to Houdini and wondering how would you guys approach something like this the simplest way: Wobbly fluid example I don't necessarily think that flip is needed for this. Maybe there is a much easier way (like animated booleans) but the foam part is what concerns me. The example looks like it is a texture but I'm not sure if live booleans can have UVs. Anyway I'm just thinking out loud. Any ideas would be highly appreciated. Thanks! wobbly_fluid.mp4
  23. Sticky Splash?

    Hey magicians, I'm trying to takle an effect wich a Splash sort of come out of a screen, Any suggestions on what would be the Best way to approach something like this? Flip fluids with density driving by color? Particles to vdb with vortex? Thanks in advance
  24. 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!
  25. Accurated mix colors in Flip

    Hello everyone ! I 'm currently working on a personnal project to experiment FLIP. I'm searching to have a realistic mixed colors in my simulation but I don't achieved to a good result. I used the hda of Jeff Wagner to mix colors in a FLIP simulation but the result is not accurate so the color is too much blurry. Here is my references . I found this render and its not far of the result I want. Here is what I have in my Houdini setup. Thank you for your help !
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