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Found 372 results

  1. Caramel Goo Tear Apart

    Hi everyone, my first post, newbie to houdini but diving in! ive been trying to find the best way to achieve the classic mars bar chocolate caramel bar being pulled apart in close up detail, where the caramel slowly tears apart with strands becoming longer and thinner as it gets pulled. kind of like the classic bubble gum on the shoe type thing. FEM ive tried fem, but couldnt get it to become strandy enough and then completely tear apart. love to know if i continue to explore fem that it would be possible to make this effect. GRAIN SOLVER?? perhaps the grain solver with some noise determing the glue strength so natural tears become apparent in the grain block as they get pulled apart? FLIP: VISCOUS FLIP viscous sim perhaps might work? anyone experienced think this could be the way to do it? im hitting lots of newbie dead ends, so any help on which avenue will actually get me the desired effect, id be much appreciative. J
  2. hi, i have a shot where i need to make boat interaction particle . waves deformation mesh seq are already made in maya . if in real flow we have real wave with object interaction .it create particles,but its bit slow compared to houdini. is there a way to do it Houdini ??
  3. calm flip water in custom conteiner

    I'm trying to create simple fluid scene - calm puddle water in some ground hole and some rbd object goes up through this water. But I can't get really calm water - my flip particles can't stop during 100 frames and more. How can I fix this problem? my scene with some cache files attached below water.7z
  4. Hi, I have general questions about FLIP. For instance, there are splashes like an attached picture. If I want to change velocity or delete splash/spray, I think there are 3ways. The FLIP concept could make it tricky because FLIP contains particle and volume fields together. Thus, questions are: 1 - in general, if I want to change velocity or delete splash, do I need to modify the both of particles and field together? Or just modify one of them? 2 - It's kind of similar question as #1, but, when we use sinkFLIP and pump and sourceFLIP; 2a - pump seems to add velocity, but it's strange why source volume sets copy, and velocity sets normalized?? It should set source Volume none, and set velocity normalize OFF. Also, why don't we use pop node to change particle velocity directly?? 2b - sink seems to just kill particle, but why sourceVolume is maximum? It should be subtract although it's not exist.. And there is still surface volume exists after deleting particle... Can't we use just pop kill to remove waterVolume/splash? 3c - sourceFLIP looks just adding particle. I guess we can add velocity with particle together, then when it passes solver, it create water volume (surface field and vel field), then why don't we just use pop-source to add particle with velocity?? 3 - There is FLIP solver > particle motion > Droplets > and min/max particle Density. However, there is no density attribute. What density talks about and how they calculate density?? Thanks for reading a lot of questions!!
  5. Hello, I have a few questions about creating FLIP Splash particles and what is considered the typical approach to them. One issue I have is that I have a FLIP tank that's quite small. It works great for the actual FLIP(object impacting the water) and the waves tend to dissipate by the bounds. Of course Splash tends to go much further than that. What is the usual solution to this? Is it really just having your original FLIP tank bigger? That seems quite inefficient when you know you don't need that resolution of FLIP at that distance A common question i've noticed but no straight answers. Spray & foam always looks very "ballish" when settled when motion blur isn't taking effect. Is the solution really to have hundreds of millions of particles? I see that Houdini shelf likes to convert them into a volume but that volume always looks too wispy than no matter what density.
  6. Hi, rebels! I`m currently looking into some Houdini flip RND and I got this shot where I need to paint friction attribute on one side, e.g the water falls faster on one side of the ground. Is this a straight forward thing or is it a bit of a pain in the "!$ due to the nature of water? I attached a test file so you guys can get a sense of what I`m talking about friction_water_test_v001.hip
  7. Flip Fluid odd behavior

    Hi there! I'm learning Flip Fluids with Houdini Apprentice 16 and I did a simple test. It' just an animated character (from Mixamo) rolling over the water. But oddly the fluid start behaving in a strange way, both in the direction of the fluid and velocity, in slow motion, almost anti-gravitational way. Someone may know what could be causing this? Using only shelf tools. Thanks! roll.mp4 roll_water.hipnc
  8. HOUDINI FX- RENASCENCE PROGRAM PROMO VIDEO: Welcome, soldier! Are you ready to demolish buildings, flood cities or maybe, making a stadium sprout from the underground? These are just some of the things that you will be able to learn in Houdini FX Renascence Program. At Houdini FX Renascence Program, we train you to face any FX project successfully. We have tried our best to offer you the best material. This course has been meticulously structured to take your FX skills to the next level so that you will be able to find a job in a top VFX studio in the future or maybe, become a successful FX freelancer. Our commitment, as an online school, is to offer the best learning experience in the market. Therefore, all our content is available in English and Spanish. HOW IT WORKS This course will be delivered via video only. We will work on weekly projects, so will have to meet the assigned challenges. Keep in mind that these assignments will make up interesting material for your «Demo Reel». Likewise, we will give you access to the Facebook support group, where you can interact with your instructor and classmates. The course is divided into 4 modules: MODULE I The Awakening (8 weeks) We will start by explaining how to take your first steps in the software. The content is highly optimized to get you familiar with Houdini in a dynamic and productive way. We won’t talk about every menu or button; all this information will be explained on-the-go, along with the training. Our priority is to make you feel comfortable from the start. You will find out about the main nodes in Houdini, you will learn to move around the interface and we will teach you how to control points and particles (points, pops and grains). At the end of this module, you will be able to create simulations of rain, sand, snow, perspiration, sparks, ashes, confetti, fireworks, bubbles, and much more. This is not a lighting and rendering course, but we will teach you everything you need to submit your project with a perfect final look. MODULE II Fire Inception (8 weeks) Explosions, fire, smoke, clouds … everything you have been waiting for! This module is full of action. We will focus on learning to emit and control volumes, using of one of the most powerful solvers in Houdini, i.e., “Pyrosolver”. You will learn different methods to accelerate your simulations, always working as quickly and efficiently as possible. We will teach you how to create shaders that will make your simulation look realistic. Recycle! Every setup created during these 8 weeks, can be reused to create new scenes. MODULE III Rise of the Fallen (8 weeks) You will become a weapon of mass destruction! You will learn to perform different types of fractures and we will provide you with all the tools to control and choreograph your simulations. In this third module, you will put together everything you have learned so far to create complex scenes using particles and volume. Breaking objects, demolishing buildings or splitting a land into two lots, are just some of the challenges you will face here! MODULE IV Deep Dive (8 weeks) We will have to put out the fire after the chaos… This is the final module of the course, and here you will learn to work with FLIP, which is the Houdini’s solver to create liquids. You will recreate infinite oceans and simulate water. You will learn how to create foam, bubble and spray passes. Finally, we will teach you how to deal with the different viscosities to get simulations of blood, chocolate, honey, yogurt, caramel, etc. APPLY TO THE RENASCENCE PROGRAM NOW AND GET 25% OFF!* 399$ 299$ http://houdini.training/
  9. meshing slow mo flip fluid

    hey! I'm doing a product splash with a slow mo effect. I tried different solutions about how to retime the sim, and I'm pretty happy at the moment with the technique of timeblend / tiemshift. I was also keen on trying the substep caching ( so a more accurate solution, but slow...) . Anyway, as I said I'm pretty happy with the sim, but once I mesh the particles it seems like the mesh is not really consistent across the frame. Is something you don't notice at full speed, but in slow mo is quite important, especially with water where even a little change in the mesh dramatically modify the look of reflections/refractions. So what I'm doing is cranking up the number of particles (reducing the separation...) to get a more precise mesh. But I'm paying this in terms of sim speed...I was wondering if any of you has experience in this topic. I'm also thinking about changing the scale of the scene, is quite big at the moment (geos are from another software), maybe simming this at a proper scale will help sim_v003_t000.mp4
  10. Hello everyone! How would you go about making the bubbles generated from a whitewater sim to last a few frames on the surface of the fluid before being killed? Thanks, Diogo
  11. Fluid Explosion with Viscosity

    Hey guys, I was having a little trouble with my fluid explosion. I want it to be very similar to this but I'm having a few problems. 1. The ground plane doesn't react with the fluid. 2. I want the explode the fluid in a series of directions but for some reason, it is only going in one. 3. I can't seem to get it to burst. Instead, it keeps emitting I'm sorry I haven't done any fluid simulation before but really want to learn. Thank you! Fluid_Explosion_002.hip
  12. read back substeps

    hey! I'm simming a flip fluid sim and I'm writing out substeps to disk in order to do a slow mo effect. At the moment I'm having something like this for 4 substeps testretime.125.25.bgeo.sc testretime.125.5.bgeo.sc testretime.125.75.bgeo.sc testretime.125.bgeo.sc testretime.126.25.bgeo.sc testretime.126.5.bgeo.sc testretime.126.75.bgeo.sc testretime.126.bgeo.sc testretime.127.25.bgeo.sc testretime.127.5.bgeo.sc testretime.127.75.bgeo.sc testretime.127.bgeo.sc how can I read this info back and render it in mantra so that 125.25 becomes 126, 125.5 becomes 127 and so on? should I rename those frame by hand? or there's something smarter?
  13. FLIP Collision and behaviours

    Hello, I come from a Realflow background where you adjust the collision settings like roughness and bounce within the menus of the object of collision. In houdini there are 2 places where I see the same settings, and I don't know if both of them affect the simulation (if not, then wich one?): FLIP Object -> Properties -> Physical. Static Object -> Physical. In Realflow there was a parameter that easily let me escalate the intensity of the collisions, meaning that some objects would create bigger disturbance and higher splashes (not affecting the global forces on the scene). In Houdini I thought the equivalent was Velocity Scale on collisions, and I tried to change the value to 0 only to find out that not much changed in the splashes generated by the collisions... Any idea how to achieve this difference in intensity? Thanks
  14. FLIP Spray not colliding

    Hello every one, I am doing a regular FLIP simulation where I have my particles colliding properly with a passive object. I have added a whitewater dopnetwork from shelf, and I re-created the collision setup in there. When I add foam and spray, everything goes as expected, but the spray just goes ballistic and completly ignores th collision borders. In the capture below you have an example of the overshooting particles (the ones making the correct form are the regular corefluid FLIP particles).
  15. I'm having a bit of trouble with the diplacement working from the ocean flattank_fluid_extended node. I got the volumetric fluid to extend, but getting the displacement effect is giving me some trouble. I'm trying to get the volumetric fluid to follow the extended fluid plane's displacement, but it doesn't seem to follow when I point it to the /obj/flattank_fluid_extended/RENDER vs. the /obj/flattank_fluid/RENDER. What is missing in the extended node that doesn't give the volume the proper displacement? Thanks. This is a bit of a new system, so I'm a bit lost in the woods. The surface is working great, though, and I really love the new system.
  16. I Speak Whale - Houdini Project

    Hi guys, i would like share with all of you my latest personal project i did on my spare time. Hope you like it.
  17. Flip Collision issue

    Hi does anybody familiar with that issue? it happens often and usually gone after some changing but now its still there and i cant fix it, as u see here it looks like a bounding box from colission ship, so i found its a velocity of collision from fluid solver, i use volume representation of the ship, and there isnt any colission on the ship but the fluid solver makes it itself and it wrong, how to do this correct ?
  18. Flip fluids Jeff Wagner

    Hi there, This is the first time I'm positing it, so I hope everything is in the right place :). I've been watching the Jeff Wagner tutorials for flip fluids and I have a question about one of his examples. In the water rapids file, the fluid basically flows over the side of the terrain and out. I tried changing the velocity, but that doesn't seem to change anything. I also tried to make the fluid follow a curve with a velocity field, but this doesn't look natural at all. I was wondering if anyone can maybe explain why this happens and also if anyone knows how to fix this? Thanks.
  19. Guided Ocean Layer SIM missing frames

    I'm trying to sim waves lapping up onto large rocks jutting out of an ocean. The sim appears to be working. However, when I write out to a bgeo sequence, some of the files have low byte counts, and are correspondingly missing when you play them back. This was simmed on a machine with 24 processors and 20GB of ram. I'm going to try to increase memory to see if this fixes the problem. But it would be helpful if the hip file could write out more informative diagnostic information. How would one go about doing this? As the geometry rop doesn't inherit any log info from the source DOP. thanks devilsRock.waveSim.h16p5p378.v007.hipnc
  20. Flip mesh artifacts

    Hey magicians, I'm trying to export a flip sim (I used suction fluid) but I'm getting some artifacts on the mesh, like pixelation as well as weird behaviors. Also, the mesh (its a usb model) doesnt fill completely. I already played with density, suction force, distance and some other parameters with no luck. I want to have a clean liquid filling the mesh, any advice on it? P.S: Attached is the video with different setups Thanks! USB_RD_02_Mesh_02.mov
  21. I am trying to simulate egg whites inside the eggshell which then gets pushed out by an escaping yolk (the yolk is not a fluid, just a deforming collision object), and drips down onto the eggshell. I can get a simulation running by making the eggshell collision geometry really thick prior to vdb conversion, however the fluid actually needs to conform to eggshell surface which is really thin, so this is not going to work. But without some thickness the fluid simply exits the collision geometry. What is the best way to approach this? Cheers
  22. Hi everyone, I'm trying to simulate a cruise moving across the ocean. I did few tests but haven't get the result I'm looking for. I need some help and advice from the community. Here are two of tests I did: FLIP tank size:130*15*140 Particle Sep: 0.15 Grid Scale: 2 The first with Reseeding On, the second one with reseeding off. https://vimeo.com/259249552 https://vimeo.com/259249724 Not sure which part went wrong in my settings. Both videos have FLIP particles pushed out so much and unable to maintain the shape it should be. Here is the image similar to what I'm looking for. I also attached the hip file. B_cruise_11_a.hiplc
  23. Interior Fluid Shader

    Hey wizards! I have a challenge I need help solving. I'm doing a flip sim where I have to mix two different fluids together, I.E. water and lets say molten aluminum. Clearly these two fluids need 2 different shaders, but when doing a sim you'd want one one mesh to keep everything clean without gaps or ips. I've already created a single shader driven by surface attributes to get the two different materials to work on the same mesh. There's only one massive, glaring issue with this method. You don't get any of your interior attributes back from your particles when using a mesh. The many solutions I've tried all fall short including using volume representations of the interior fluid, this is because a volume cannot receive lighting information that surfaces can I.E spec, refraction, SSS, etc. One idea that I haven't been able to fully explore, due to my lack of shading knowledge, is the way that ocean shaders use particle and volume data to create the deep ocean looks that Houdini is great at. So TLDR my question is: Is it possible to recreate a shader that works like the ocean shaders in that I can take volume and particle attributes to drive things like sss, spec, refraction, etc. using the principled shader. If so, if anyone has any basic leads or can point me in the right direction to get started that'd be huge. I really want to get this shader to look incredible so I can share it with the rest of the community down the road if anyone needed to tackle something similar. Have at it team!
  24. Art directable flip fluids

    Hi, I'm starting to do some flip fluids and I would like to be able to art direct them better, in the example I've attached, the fluids have a lot of art direction, they don't even collide but move like controlled by blendshapes. I can drive the fluids by custom forces and modify their behavior, but I'm having trouble getting an initial shape like that, with the wide leading end and then a flat stream, can anyone sugest a way to get something similar? thank you in advance. FluidsCollisionRef.mp4
  25. I'm using the Ocean Flat Tank Shelf tool to do a flip sim, and then render an extended ocean with the ocean displacement tools. Basically, trying to follow along with the example shown in the Houdini 16 Ocean tools masterclass. The issue I'm having is, when I use the Flattening tools on the particlefluidsurface sop, I get a lot of extra geometry below the surface. The default Extrude Polygons mode is planar and I get a lot of planes below the surface. If I change to Along Each Axis, I get the extra geo planes above the surface as well. Has anyone run into this issue? I didn't really change any simulation settings on the flattank_sim from what the shelf tool set up. I suppose it's possible the new narrow band settings are somehow breaking the flatten geometry tools? I should test with the narrow band turned off maybe but I would hope that wouldn't break the setup. I'm hoping someone else has seen this before and found a solution.
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