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Found 23 results

  1. Good morning everyone! Somebody knows how to prevent the flipfluid to stretch over the pop curve force? As the liquid goes through the pop curve force the fluid stream stretches along and become 2 or 3 more stretched, have a way to maintain or control this stretch and create a uniform stream? Thanks! Felipe
  2. combine flip objects

    Hey There, Hope this message finds you well. I'm after a bit of help in regards to flip fluid interaction, I want two different flip objects to be able to interact with each other, within the same solver. this is what i have already. I can achieve interaction by combing the points within the same flip object, but i need to bee able to mesh each flip object separably. any help would be most appreciated TEST_BUUBLE_02.hiplc
  3. Hi All, It's quite old and well-debated problem, and I followed most of the techniques available on the net, but didn't find the answer. So Please forgive if asking this again annoys anyone. When exporting changing topology from Houdini to Maya, Arnold doesn't read MB data. Is there any way to make it work without SOUP. An example file for export setup would be a great help. Thanks
  4. Hi There, Hope all is well, I've filled an object with points, I'm then importing in to dopnet using a sorucevolume sop. The problem I'm having is it creates a continuous stream of particles, I've disabled reseeding, i just want to use the particles I've generated and not a continuous stream. Any advice would be great Thanks for your time sam HOURGLASS.hiplc
  5. Hello to all... I have a scene where I have animated geometry written out and I bring it back in via a file sop. The animation is just of some rocks flying up in the air flying down inside some water. I'm using a vdb from polygons on the file and I'm bringing that into the dop network as a static object with the mode set to Volume Sample and pointing to the object in the proxy volume field . The problem I run into is when the rocks collide with the fluid, the fluid collapses. I can remove the proxy volume and reset the mode to ray intersect and things will be fine....I have tried to explore on how to fix this but I can't seem to find the solution... does anyone have any ideas? I can upload the scene later if needed. flip_tests.hipnc
  6. i have a problem with the splash that comes from collision object into the flip fluid ,i created a flat tank and i imported a strawberry obj and make it to Hero RBD with volume collision , bu tas you see the splash is too weak and the feedback of the fluid jumping after the collision is too high, and i got tired trying to solve it to look realistic particle separation : 0.045 = almost 10 mil density of the fluid : 1100 collision feedback scale : 0 collision force scale : 1 viscosity of fluid: 35 surface extrapolation: 0.001 velocity transfer: swirly kernal surface tension: 10 vorticity : on preservation rate: 0.1 use friction and bounce in solver is off Dop SUbsteps : 2 falling strawberries density : 100 solver type = RBD Houdini version : 16.0.621 hip file included + obj strawberry will be thankful if anyone helped me reference splashes: in this video the reference for the jumping fluid after the collision in the youtube video ate the 0:17 just a simple splash close to crown splash Chocolate_sim.rar
  7. FLUID FORCE NODE

    Hello! Do some of you sometimes use Fluid Force node? I want to have my fluid having influence on meshes, and I cannot manage to set the node properly. If you use another method for this, I would be happy to learn it. Thank you! leafNdrop.hip
  8. Running a fluid sim over geometry

    Hello! I was wondering if anyone knows a way to run a flip simulation over specific geometry. The closest visual reference I can think of would be the workflow from Moana. Would you have to turn the geometry in to a fluid object, or is there some way to have the simulation run on top of the geometry?
  9. Daredevil Effect

    Hi, I'm trying to do an effect base on the tv series daredevil. This is as close as I can get. Is there anyway that I could make the flip more detail in terms of following the detail of the object? testvisco.avi
  10. Simulation Strategies

    Hello! I was wondering if some of you had a strategy to render high resolution simulations. For exemple, to render a high resolution smoke, can you render at a low resolution multiple times? Thank you!
  11. I can't work out why the particles are blowing up within my scene. I've changed a lot of a lot within the scene such as: scale, particle separation, collision data but nothing seems to stop this from happening. The file attached is my project. Thank you! pirate.zip
  12. I am having two issues here. One, I am unable to figure out how to cool down the system so that when the lava hits an object it begins to cool down. My second issue is how do i make the particles smaller? right now i have large balls that are fairly visible when the lava hits the rock surface. Please advise how i can fix these issues. Thank you for your time and consideration. lava_smoothing_004.hipnc
  13. Hi everyone, how can this two have collision relationship with each other? I thing this is really simple, but I can't solve this Drops_Collid.hip
  14. The force curve

    I wanna to get the effect look like above video any Help? Thank in advance
  15. Hello, I am new to Houdini and learning. I have a task to do for a client, who requires water to flow along curve just like Realflow DSpline. I am using POP Curve Force to achieve the curve flow but not able to get the turbulent motion. I am trying to achieve something similar like the link below: https://vimeo.com/146377194 Thanks Poojan
  16. hi there!! I've melted an object using flip fluid solver and I was wondering if there is a way to apply a "low" sim resolution to the "high" (original) mesh. In another project using vdb fracture I could be able to apply the low sim to the original mesh by connecting the original geometry into the second input of convert vdb node and checking "transfer surface attributes", but I don't know why this method doesn't works for me for my flip fluid simulation. If it helps in this video: https://vimeo.com/85149964 The person who upload it, comments this: "I cheated a bit by wrapping the low res simulation to my high res geometry " Can anyone help me?? Thanks!!!
  17. Hello, I'm new to Houdini and i'm experimenting with the flat tank, and I'm having issue with particle going way too high whenever I lower the particle separation so i was wondering how to create a gravity field that would increase based on the particle position in y in order to fix this issue. Thanks tankTest_09.hipnc
  18. Paint Blast FX

    How can I achieve following effects in flip fluid.
  19. Hi everyone! I have done a melted simulation that works perfect using flip fluid from object. The problem that I have is that the mesh of the original object change. I want to melt a perfect cube, but the corners are smoothed. Is there a way so I can melt the original mesh in high resolution?? thanks!
  20. Flip Fluid collapsing

    Hi there, I'm having problems with the FLIP Fluids in Houdini. I'm trying to simmulate a kind of "empty-watercooler-over-head" effect and I can't get good results. Here is what I have so far: https://drive.google.com/open?id=0B2Ra4vnwxtl_VDQ4aUQ2TUZON2s&authuser=0- this is the result with the default values for seperation and grid scale etc. (few particles for the sake of sim times) As yo see the particles collapse over time. https://drive.google.com/open?id=0B2Ra4vnwxtl_Tml3dWpaaFctSEU&authuser=0- this is the flipfluid with adjusted parameters. Particle Radius scale is up to 2, Grid Scale is down to 0.5 (3 Substeps of the DOP Network) - this would be fine but the problem is that it takes FOREVER to simmulate (i guess bc of the gridsize) and doesn't scale well. Sim times shoot up fast and also at some point the particles start collapsing again and I would need to adjust the parameters - which is an ordeal with simtimes that high (above 10 hours for less than 400k particles). To compare: https://drive.google.com/open?id=0B2Ra4vnwxtl_bEFMVzg2YlhMajA&authuser=0- This is what I get with the old Flipsolver (not the 2.0). This doesn't look like much but it scales really well: https://drive.google.com/open?id=0B2Ra4vnwxtl_VjZla29oVVVHZ0k&authuser=0- this took just a couple of minutes to simulate and looks already very good. Over night I did another sim with even more particles and it looks exactly like I want. Cool, nice splashes and good collision behavior. Unfortunately the old flipsolver lacks solving for viscosity and friction etc. which is why I would prever the 2.0. Is there just some parameter that i'm missing - I played around with this forever and also get the same errors (fluid collapsing) in quickly setup scenes with a quickly modeled bowl as container. https://drive.google.com/open?id=0B2Ra4vnwxtl_RDluQ08zM1pwd0k&authuser=0- here's the scene, though the cooler is normaly an alembic so I just substituted it with a tube in this file. The problem is the same. Cheers!
  21. Fluid MIX FORCE

    I have a small doubt any one give me a suggestion please. I am doing a flip fluid simulation using two fluid source in a single container. I want to add a uniform force that affect the fluids emitted by any one fluid source(Say Red color flip source). Please check the attachments force.hip
  22. hi all The more i look at this effect the better it gets, but I'm have problems understand how to control the viscosity with temperature to the level seen in the video I have been told it looks like it was done in vex (vex isn't my strong suit) I would like a better explanation of the process it took to get such go control of lava (flip fluid). thank you http://vimeo.com/97108317
  23. Hi every one, this is a fluid test. My look target was a Mudslice. I hope to enjoy it https://vimeo.com/65653371
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