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Found 274 results

  1. Hey guys! I'm new to Houdini and I've ran into a problem which i can't seem to fix. I was hoping someone on the odforce forums would know the problem. I have been trying to make a tool to generate snow. Thanks to a tutorial on snow simulations from cmiVFX and the great documentation from SideFX things went pretty fast, but the last couple of days my simulation seems to collapse/melt whenever it seems to reach some sort of resting point. My intention is to have stable snow which I can make a character walk through. So I want the particles to stop melting away when my simulation stops moving. I added my scene so you guys can take a look. Any ideas on how I could fix this? Many thanks in advance! snow_v18.hipnc
  2. Hello guys, i have a serious mesh flickering problem in my flip simulation. The timescale in the flip solver has been animated to slow down the simulation. Looking at the particles everything seems fine, but when it comes to meshing and the particles are moving really slow, the mesh starts to flicker and holes are forming and disappearing every frame. I've tried increasing the resolution, lowering the particle separation in the particle fluid surface node (or vdb from particle fluid, i've tried that as well), lowering the grid scale or the particle radius scale, the flickering changes but it never goes away. any help is greatly appreciated thanks in advance slowmoving_flip_flicker.hip
  3. Hey guys, I'm working on this snot simulation and I need the top part of it to be "attached" to a nose. Any ideas on how to proceed? EDIT: Right now it's like this but I need to "constraint" it to a character. Thank's Alvaro Snot - v1-a.hipnc
  4. Hi, I am playing witht that very cool example file from the doc: ( local doc only at the bottom of this page: http://127.0.0.1:48626/nodes/dop/popcurveforce ) It shows how to use a Curve Pop force to direct a flip fluid. What I would like to do now is to use a turbulence force (there is already one in that example on the popforce1 node) to influence only the low speed particles. How can I make a force to influence only the particules moving below a certain speed? And maybe with a little gradient from zero at that speed and becoming greater when the speed becomes lower? I think that would prevent the fastest one to get too much speed and leave the curve path. I got the idea from this example where "Myke" is saying in the comments that he used a turbulence force to influence only the slow particles.:
  5. how would we setup fem flip interaction flip pushing around fem body? Fluid force? Does feedback needs to be enabled on flip solver? Looks very buggy this in h15.5 .565? If I increase fluid force it is pushing flip upwards? Anyone have experience with this I want to get something like this going on http://physbam.stanford.edu/~fedkiw/animations/starfish_150.mp4 starfish_v001.hipnc
  6. Hello! I feel like this has an easy solution that I'm just totally missing, so at the risk of sounding dim: I have some scattered points over some geometry, and I want to use those scattered points to emit/create whitewater. What is the process involved in having points used in the whitewater solver? Thank you!
  7. Houdini 15.0 - simulated using flat tank, and custom forces added in front and back of ship to get the wakes.render time : 15-20minsrendered in mantra and comped in nukeThanks to my mentors who taught me the awesome tricks to achieve the results.model downloaded from - cadnav.comAny advice or feedback appreciated.
  8. Hello everyone, I'm beginner in water simulation and I would like some tips if it's possible. For the simulation part, I'm not in trouble for the moment, but the rendering it's another thing. I'm trying to make an ocean flip simulation of a submarine going out of water, for the ocean shader, I have something pretty good now with ocean spectra and the ocean shader of houdini 16. The problem is the whitewater, for the ocean surface (the flip mesh) I don't know how to do the white part like in the sreenshot, is it particles, or tweaking the shader with velocity or vorticity, but which parameter in the shader (refraction?) ? And for the foam, spray, bubbles , I have to render simple particles or do another thing? Thank's for your help, I want to learn water, it's very fun to do! I let the breakdown of the screenshot here
  9. Hi all, Does anyone know how to use the mask input option to smooth a part of the mesh inside the particle fluid surface node? I want to specify with a volume (ie. a bounding box) which part of the mesh to smooth or keep (instead of using the velocity or vorticity mask). I created the volume to mask with (just a box turned to vdb) as a separate OBJ, I am then object merging it and connecting it to the third input of the fluid surface node, then in the filtering tab in mask input I check it and put in the name of the volume. I have tried to do several different things on the volume itself (regular VDB, Fog VFB, etc.) and nothing seems to work or make any difference. When I turn visualize mask on all it shows is nothing is applied to it (ie. all of the surface has 0 smoothing applied to it) How do I properly use this feature and get the node to recognize the mask? Am I going about this the right way? Many thanks, CrownSplash Anim C.hiplc
  10. Hello everyone! I am creating a pool of lava and am struggling with creating displacement for it. The problem is the remeshing every frame. How can you make points which are generated at the first frame follow the colour they have been given? My idea is once I have figured this out, to use those points for the position of the displacement. Any help is greatly appreciated, thanks! points_follow_colour.hip
  11. Hi friends of houdini. I stay looking this Fx and I love it a lot. Some guy to knows how I can do this: Many thanks for advanced
  12. Hello Houdini community, I was wondering if anyone had had the idea of using the new oceans tools to do sand effects. I am trying to figureout the best way to set up an object in a vast desert that is rising up through the sand. A number of years ago I took Spencer Leuders class on CG workshops using fluids and one of his classes used vops to manipulate the fluid to behave like sand. My thought is to take a similar approach but do it to a flip tank with an object rising from underneath the sand. This is how I think it should be setup, but don’t know if it’s the best way to do it. I would love any tips. Thank you guys for your time. Object rising.mov Ocean_Sand_v01.hip
  13. Something I`m working on right now. Rendered with Arnold in C4D.
  14. Hi everybody, I'm making a water explosion, I already have the water column, the splashes, but I want to this collide with an Ocean Flat Tank. Like that, I'll insert this flat tank in a Large Ocean with a displaced grid. But the problem is, my emitted water for my column doesn't collide with my tank. I saw that to make fluid collide, we need one FlipSolver, but two Source Volume. But in this case, with a flat tank, displaced by wave, how can I achieve this ? Anyone has an answers ? Cheers, Gael.
  15. Hi everyone,I was trying to achieve a bullet passing through high viscous gel. I started with a keyframed bullet which passes through a flip cube. I am using the suction force option to make the flip particles retain shape. I can't get it right at all. Always particles are bursting out. I am attaching an youtube link to the reference. Ranadeep FD TD Dneg
  16. Hey, I'm simply trying to fill up a cup (alembic file) with flip fluids. However when filling it up the fluid doesn't gain volume no matter what. I've increased resolution and collision resolution, a thicker geo is made for collision, volume collision with concave, reseeding is off, particle separation is on, substeps have been increased, different scales also been attempe, importing it as a rbd object instead of static didn't work either, radius scale was also increased. Here's the HIP file and there's a flipbook included of the issue inside the folder. Any help would be greatly appreciated! HIP File: https://1drv.ms/f/s!AgYVf5muAZXZ0QicYjQ3JzDI2hsN Flipbook: https://1drv.ms/v/s!AgYVf5muAZXZ0QxnGxP5OcFdS2QH (A side note, I can't increase the thickness of the collider even more as I'm also trying to get fluid near the cup which would interfere as increasing the thickness would interfere with that.)
  17. Hi all, I am encountering some strange artifacts while rendering a flip sim with mantra. I applied a platinum preset material to the mesh, environment light with HDRI and rendering with Mantra. You can see the artifacts all around the edge of the splash in the video below. I smoothed the final mesh quite a bit on the particlefluidsurface and it helped a bit, but still getting serious artifacts. I also tried remeshing and subdividing as a post process to the mesh it but that introduced new problems where the mesh would look totally unstable. My guess is that it might be doing that because of the constantly changing topology of the mesh? Maybe these meshes were not designed to be rendered with anything but a fluid like shader? Is there anything I can do about it? Attached video and file (using mesh from OUT node in Mesh obj node). Thanks, Top Down Test_1.mp4 CrownSplash Anim.hiplc
  18. Hi everyone, I got an issue with the particle sepration setting. I'am making a vortex in flip, when i set my particle separation to 0.1 to get a fast preview of my sim, all works well. But then when i set the particle separation to 0.05, my simulation looks weird. It's look like the tank is loosing a bunch of his particles, and the flip's level surface get down. I don't understand why the particle separation breaks my simulation. I knew this setting can change a few things in your sim but here i'm loosing a lot of particles.... and it' happen all the time as i set my particle separation under 0.06 here is a flipbook of the simulation at 0.12 (no issue): https://www.dropbox.com/s/y36uz2oxl6jl7jv/RenderTest0.12.mov?dl=0 here is a flipbook of the simulation at 0.05 (issue start around the frame 96): https://www.dropbox.com/s/5w3uv9r3hzocc90/RenderTest0.05.mov?dl=0 Here is my hip: FlipWhirlpool02issue.hipnc If someone know how can i fix this isuue, i'm listening all kind of tips, Thanks a lot for your help (currently i'm not able to cache this sim properly). ps: if the quality video is poor, download the link, it's because of the dropbox streaming. Marles
  19. Hi there! I can't get to work HQueue. All my clinet paired on ready/idle, everything seems fine. When I submit a job, the job fail and I alwyas get only this error message “Could not find output file for job ‘23’.”. All my client can read and write the directory where the .hip file is. Even when everything is configered to default, so everything is pointing at $HIP. The other very strange thing I sliced up my sim to ways and only 1 job apperaring in HQueue. Can anyone point me to a tutorial or something? Thanks! (I have alread yfound the master class on distribution in H15 https://vimeo.com/148518740)
  20. Hi, i need get friction on collision object based on some attribute for flip sim. How to do it? In help telling about stick control field but how implement it?
  21. Hello everyone! I've been asked to do an effect similar to this (0:06) .. I've managed to create the ripple effect! I'm just wondering what's the best way to approach the droplets.. I've messed around with some POPs, meshed them and then did an SDF union with loads of smoothing. gives me somewhat a nice result but not that liquidy look. Idk if anyone has an idea in how to approach this. Thank you!
  22. Basically I have a 'liquid metal sphere' that floats up in zero gravity and starts to peel off using a flip solver and reveals the solid metal sphere underneath as everything peels away with a paint like viscosity. I have it all working EXCEPT for when the FLIP sphere and collider move upwards (because of the animation i want it to look like zero gravity) it leaves a trail behind it kinda like where it starts the sim, ' I want to have it all move upowards and then the gravity starts to peel off the 'paint' from the collider sphere Thanks for any suggestions also attached an example file ZeroG_test.hiplc
  23. Basically I have a 'liquid metal sphere' that floats up in zero gravity and starts to peel off using a flip solver and reveals the solid metal sphere underneath as everything peels away with a paint like viscosity. I have it all working EXCEPT for when the FLIP sphere and collider move upwards (because of the animation i want it to look like zero gravity) it leaves a trail behind it kinda like where it starts the sim, ' I want to have it all move upowards and then the gravity starts to peel off the 'paint' from the collider sphere Thanks for any suggestions also attached an example file
  24. I am creating a long animation of a boat on an ocean surface. I am using the new guided ocean surface with Houdini 16 to make use of the extended fluid surface blending to an infinite ocean. I am encountering a couple of problems, one being that as the sim continues the boat becomes a submarine due to so much fluid, but also, relating to the topic of this post, white water emission is occurring everywhere making blending into the ocean a problem. The question is, how to I use the volume mask created by the particle fluid mask node to reduce the velocity, curvature, and vorticity of the compressed fluid sim so that the white water emission will blend better with the infinite ocean? Any insight would be very welcome. Thanks
  25. 【i'm not good at english】 there are some attribute on particals in dop, i want to transfer these attribute to other points that particals hit on in geo . How to do this? Please tell me the core node, or give me a exmple. Thanks. 【i'm chinese ,so you can ignore the following content】 怎么让dop里粒子的属性,传递到geo里的模型上?原谅我是新手…… 求主要节点,或者例子