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Found 339 results

  1. Hello Magicians out there. I am following up the Johnny Farmfield's tutorial Houdini - RBD to FLIP Johnny's set-up works fine with nodes but when I try to change the geometry to others, The sopsolver in the RBD_SIM make things won't work. When I bypass sopsolver, the rigid body sim works fine but Johnny's vex code @active = (@P.y < 1.25 + (@Frame/150)) ? 1 : 0; if(@P.y < 0.1){ removepoint(geoself(), @ptnum); } Is unavailable. could anyone tell me what is wrong with my nodes? Thank you in advance! rbd_to_flip.hiplc
  2. Flip Lava Flow

    I know I'm a bit late to the party with the lava, but here it is:
  3. Realflow user - Flip questions

    Hi, I am a Realflow user looking into Flip. I really like the narrowband effect in Houdini and I think this can be powerful. I am still a bigger with Houdini. The workflow with Realflow is: save your animation from 3dsmax as an SD file. Wire that up to the Domain you want to affect in Realflow and you have your fluid interacting with the fluid. How do I get an FBX or Alembic animation exported from 3dsmax to interact with a flip tank? To my knowledge, you have to convert the object to a static collision object for it to interact with the fluid. This works fine if the object is animated with Houdini but not if it is an alembic or FBX file. What is the workflow? Is it possible to make the flip tank from a custom object? Please see the setup in Realflow below that I want to duplicate in Houdini. https://www.dropbox.com/s/jayv6o6oa8d78gb/realflwo_tank.JPG?dl=0 Thanks!
  4. Hello! I don't know if this is normal, but it's really whoring my surfacing... During the flip simulation using the narrowband option, the level starts to drop thus changing the waterline which really messes up the surfacing part causing artifacts. Why am I losing particles during and the sim causing the level to drop? It's a basic shark swimming around using deforming object collision in a flat tank off the shelf :/
  5. RBD Fractured Obj with FLIP?

    Hello! I'm doing R&D for a project that will involve and egg breaking, releasing the yolk/white. Right now I'm just trying to get the principles down. I am currently just testing fluid inside an egg (making sure it stays inside when it's supposed to and falls with the egg in gravity) and am having issues with the fluid disappearing or leaking from the egg. I am used to using rbd packed objects for destruction so I started out my workflow with the egg as an rbd packed object, but saw some examples on here that suggested using an rbd fractured object so I have tried that as well. When I use the egg as a packed object, the fluid seems to just slowly disappear over time, and when I use a rbd fractured object the fluid sticks to the eggshell on the second frame and then flies out. I know the eggshell is thin geo for being a collision object (it is accurate to a chicken egg), but even when I thickened the geo I still had fluid disappearing. Any advice regarding using fluid inside rbd objects would be appreciated! egg.zip
  6. I am trying to make a water tank using FLIP, but I am having collision problems. The tank is hollow inside, I intend to render it as glass, but when the water collides with the surface of the tank it disappears. I have had to use surface collision as opposed to volume because the volume collision does not detect the hollow inside, it simply makes the collision the outer shell of the tank. I have attached a hip file to show what is happening, as well as the obj of the tank. I have tried increasing the collision offset, but it doesn't seem to have any effect, plus I can't go too far with it because it will plug the hole I have in the center. Any help would be greatly appreciated. WaterTankTest.hiplc WaterTank.obj EDIT: I did forget to mention, I am on 16.5.323
  7. sticky slime

    Hello guys. i was trying to make sticky glue, that 100% sticks to two objects (never peals of). I have two boards, each with piece of slime, as they touch, slime should join and as they move apart, the slime should stretch and break apart (but never peal off from board). I did spend some time, investigating, but im having hard time to force the slime to stick without pealing. anyone can point me in better direction?
  8. Mask Flip Suction

    I'm trying to control the suction force for flip with point attributes. Eg: only want the suction force to work when an attribute is above 0 (in this case, the "suction" attribute, I created in the emitter represented by the colored sphere). The suction force however is created using a gas wrangle dop. How can I import this point attribute to work with this dop? flip_suction.hip
  9. Hi guys. I'm trying to achieve a covering cream effect with Houdini flip and I have two issues here. As you can see in the hip file I used a Pop Attract DOP in my simulation. One of my problem is though I append a Drag DOP the flip particles won't stop in a smooth fashion and it jitters all the way to the end. Also when I mesh my sim I can't prevent my flip to build random holes. Can you help me to fix those problems please. AttractingFlip.hip
  10. Add custom force to foam particles

    Hi all, Anybody know how to add custom force to foam? I try use popvop but it don't work. I check witewater solver, its looks like force always 0 when particles is foam. Thanks!
  11. Sticky FLIP on moving Object

    HI everyone! It's my first time here, I hope I'm doing it the right way. I'm practicing in a shot where I have a couple of cherries falling by gravity and hitting each other, releasing some droplets. In order to have the droplets following the surfaces I'm using Stick on Collision in the flip solver collision tab. Unfortunatelly, no matter how much I increase the values in the stick microsolver, the fluid start moving fine but after a few frames It starts getting off the surface. Is there a way to consistently transfer these velocities from the geometry to FLIP? The movie bellow shows what I've got so far. Thanks everyone!!! stiky_FLIP_test.mp4
  12. Hello, Houdini wizards! In Houdini 16, I'm trying to merge my FLIP sim with the ocean surface, but i'm stuck with the workflow. It seems like in the newer version of houdini 16+, save_spectra has "replaced" "ocean render". With houdini 15, all you had to do was connect the core fluid to ocean preview AND ocean render, and then use the fetch node and point to the ocean render displacement location. However, in Houdini 16, due to the different nodes for the "small wave", i am experiencing lots of problems creating the displacement maps. My viewport which shows the FLIP sim and the ocean waves is completely different to my render window! 1) What i did was that i saved the output file in "Save spectra" node. 2) The fetch export node is already sourcing from save_spectra. 3) Mantra node connected to fetch export spectra. 4) Created and locked the camera to perspective view. Now when i render, its only rendering the small ocean waves, and completely ignores my FLIP sim. What am i doing wrong?? Can someone save me? Thanks!
  13. Flip vs scale vs collision

    Hi people, I want to create a simple apple who drop into a water flip tank. -1 square in Houdini flip is 1 meter so i tried to make a realworld scale apple but it dont work at all my apple bouncing back violently from the water. Any suggestions please ? i tryed to flip sovler -> volume motion -> solver -> feedback scale to 1 but it dont seem to work Houdini 16.5.268
  14. flip reseed group new particles

    Hi all, I was wondering if there is a simple way to group newly seeded particles during a flip sim. The reason I would like this option is that I have a sim where I'm not meshing the particles but rendering them directly and the seeded particles pop into existence in an unpleasing way, so I was hoping to somehow scale them up gradually over a few frames. Thanks in advance
  15. Static Object BBox

    Hello Houdini Gurus, I'm going through Ocean and Flip tutorials and in order to expand my knowledge and understanding of the topic I play around with settings. Simulated Boat, converted to static collision object shredding Ocean Flip waves. For some reason, my boat is cut in half by some bounding box. Could you please advice which BBox responsible for collision Object? please see attachment
  16. FLIP - Slip on Collision Control Field

    Hey guys, What is the best way to use the slip on collision control field, to avoid viscous fluid of sticking on objects? I managed to do it with the help of a friend, using the gas match field + a source volume. it works fine for static objects but not at all for moving ones. I have a project with an alembic animation and I really need to use it on the animated surface. Can someone help me? Here's the setup in dops: Here's it working fine with a static object. It's a top view and the red box is the sliping object: and here the red box is animated, not working: Not sure if this is the best way to approach it so any other ideas would reeaally help me scene file is attached Cheers, Alvaro flip.slip.v2a.hiplc
  17. Narrow Band on Objects (not on a FLIP Tank)

    Hey guys, is there a way to use NB on standard liquid object (like a sphere)? I need to melt something and the simulation is getting very expensive, it would be awesome to use narrow band on it but I could only use it on a FLIP Tank by now Thx, Alvaro
  18. 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
  19. 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
  20. 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...
  21. Parting Red Sea

    I want to try an effect about Parting Red Sea,who can give me some idears? thank you!
  22. 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
  23. 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)?
  24. 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)?
  25. 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!
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