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Showing results for tags 'droplets'.
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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
Hi everyone, I'm brand new to Houdini really I've done some extremely basic RBD, FLIP, Pyro, and cloth sims with a very finite amount of POPs and FEM and I'm looking to develop a little system that will form droplets on the surface as a mesh, I would like the droplets to differ in size and for some to run down the surface and leave a trail as you would expect in real life and for some droplets to stay in the same position throughout the shot. I've checked out some of the other topics on this and they seem incredibly complex to me so if anyone could simplify I would greatly appreciate it! I've attached a simple scene of a can model (can model link; http://tf3dm.com/3d-model/coca-cola-can-23142.html) I am aiming to achieve the condensation effect on this model! Any help is appreciated, Thanks in advance Condensation_Can.hipnc
I'm looking to create as asset that will generate water droplets onto the surface of any input geometry. This would mostly be applicable to still shots. My first assumption would be to generate points from any mesh of a geometry and just use a copy node to place spheres on top of the outside mesh of the input geometry, however I want the droplets to look organic, like this: I don't expect anyone to write an entire tutorial here (unless it is actually quite easy), so if there's a tutorial already made hidden away somewhere I'd really love to be redirected. I'm intending to make a .hda out of it so I can use it in c4d.
mattak posted a topic in Work in ProgressHi all, been learning Houdini since mid Feb and thought it time I better share something back as I've found the forum immensely useful ;-) RnD of Houdini particles flowing over a hard surface model to simulate a condensation/rain/rivulet/droplet effect. This is part of a larger RnD project I'll render & upload shortly (this is one section of a larger flying object - a cloud seeding drone... just an excuse to learn a load of Houdini). Partly inspired by Mark Theriault's Sucker Punch Intro Breakdown using Pflow (vimeo.com/39161208) and having just starting making the switch for fx from Maya to Houdini, this was one of those "I wonder if I can do that now in Houdini" things that I just had to try. I remember years ago doing something similar in Maya and it taking a heck of a lot longer! This effect took about a week of tweaking. The sim is basically just a popnet which relies on an SDF volume (isoOffset) for surface interaction and uses a voppop (VEX) to control the "drip off threshold". Once I had a working method, I then used 3 duplicate variations for the different rivulets (trail SOP) and finally added a random scatter SOP for some extra motionless droplets. As the final shot won't be so closeup, I have to option of increasing/decreasing the uniform sampling of the SDF to fit. When all this is done, I'll hopefully be taking this RnD further with a rain-on-a-window-pane high-detail/realism sim. Thanks to SpencerL for advice on the initial VEX methodology.