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Found 265 results

  1. Something I`m working on right now. Rendered with Arnold in C4D.
  2. 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.
  3. 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
  4. 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.)
  5. 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
  6. 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
  7. 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)
  8. 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?
  9. 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!
  10. 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
  11. 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
  12. 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
  13. 【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
  14. Hi! I'm a student learning Houdini, and I love it! Now I'm stuck with a problem. I want to use only one flip object that emit every frame from an animated particles source. At the first frame there's a 'base layer' of water that get emitted. The problem is that when new particles are added, then don't interact with the 'base layer'. Any help on how can I make the new fluid interact with the old one would be appreciated! I've attach a demo file with the same setup I use. FlipObjectBug.hip
  15. Hello everyone, so we finally got the full FX license for Houdini and I merrily went about rebuilding a setup that I built in the apprentice version, some FLIP shenanigans. The apprentice version wouldn't simulate when I enabled checkpoints, I thought that was so you can't simulate in apprentice and use the cache in the full version. But now I've got the paid license and the problem persists. I set up the checkpoint file name but no matter what interval or trail length I set, all it ever does is simulate frame 1 and write it to disk, then stop simulating the DOP network, showing me memory cache blue in the playbar and just playing the animation. I'm stumped. Is there anything I'm missing or is it a bug in H16? Any help is appreciated. Thanks in advance Paul
  16. Hello, I'm trying to distribute my wave layer tank FLIP to about 8 computers and they seem to cause this(seem image below) when they are brought back in where the sections that meet go crazy. (i'll add a file when I get a chance if the image does'nt instantly spark an obvious solution.)
  17. Hi guys i'm sure there is a really simple answer to this but I as wondering what was the best way to render out Whitewater? I've tried the method that Houdini sets up by default and it comes out looking far more like fog than what i'd consider foam. I've tried rendering them as particles but to get the density that looks good it uses up way too much RAM (only have 24 GB). Meshing them with a particle fluid surface node also look laughably silly.
  18. Hey guys, I'm trying to use HQueue for flip simulation. I believe I set up the machines correctly as the HQueue server distributes render jobs successfully. And the jobs are done well. The problem I have is distributing simulation. I followed the direction from the HQueue help. Nothing special. However, the working stops all of a sudden in a certain frame. Actually, I tested both volume slice and particle slice for different kind of fluid solutions. And the same problem comes out around 10 frame. No more proceeding. But the render manager shows "running" that means the HQueue is working fine. I guess this is definitely an error in spite of no error messages because HQueue stops anyway. There's no clue. I'm totally stuck on this point. These pics are from a sliced pyro sim but actually a sliced flip sim has the same problem. Anybody has experienced this problem? Or give me a hint for solving this problem. This actually drives me nuts. OS: windows 7 professional x64 SP1 HOUDINI: 14.0.201.13 the server and clients are all same. hq_flip_02.hip
  19. Hello fellow artists! I'm currently working on a commercial and they asked me to create some sort of dissipation effect on a dancer's skirt. I was able to create the dissipation effect, but I'm struggling in how to get the texture of the of the cloth after meshing the particles. I was trying to get it done with the zero gravity tutorial found here but with not that much luck. I can't share the scene files I'm working on but I made a quick one with basic settings and tests. untitled.hip
  20. hey, I want some curl noise to affect my flip particles which works. I also want only the actual vel streams to affect the sim. Unfortunately everywhere the volume box is present flip gets affected. An easy solution for this? Only happens when I add noise to the vel field. untitled.hip
  21. Hi everyone! I am completely new to Houdini and have a few questions about Ocean and FLIP. In the attachment you can see a simple “boat” with a FLIP (Guided Ocean Layer) connected to it, combined with a “Small ocean surface” from the shelf. 1. How would I go about blending the FLIP and the Ocean ? 2. The default shader for the FLIP-sim does not seem to have any “foam” on the top of waves/crest like the “surface” does. Adding Whitewater does create “foam” spray around the “boat”, but how would I go about getting foam on the wave-tops/crest of the FLIP-sim ? Thank you in advance !
  22. Hi guys, Having a bit of an issue having two forces affecting one flip fluid system. What I was trying to do was have a waterfall run off the end of a cliff. Setting this up was fine, however, I found that the fluid doesn't seem to break up very much once it has ran over the edge. So what I am trying to do now is run the fluid through a mask field which has a wind force acting within it, the theory being that i can add turbulence to the wind to break up the particles more. What I have found though, is that no matter what order I run the fluid through the forces, when it hits the mask field it almost completely halts the current velocity and takes on the velocity of the wind force and ignores the gravity until it is out of the mask. I'd be really grateful for any help on setting this up so that the fluid continues to fall whilst passing through the wind area? Or if there is a better way of setting up this kind of effect? I'm pretty new to houdini so it could be something really obvious I'm missing. Thanks in advance
  23. hey, I'm trying to build a little vector field to advect some flip particles. so far so good. unfortunately the particles are staying around the field insteat of just getting shoot in the right direction. I can shoot them with a vel of 100 but they suddenly stop vel.hip
  24. Hi, (Disclaimer, still pretty new to houdini) I have a flip simulation that's intended to be a bowl of milk. I want the bowl to be full and to just settle until it's affected by outside forces, but the fluid just instantly collapses to a fraction of it's overall size, even with gravity off it just compresses in on itself. I've tried reading up on this problem online, and have tried various solutions such as disabling reseeding and enabling separation, increasing and decreasing the particle separation and grid scale, but nothing seems to work. Would someone mind looking at my file and telling me what i'm doing wrong? It's driving me up the wall and it's preventing me from completing class projects. Thanks, Richard Advert.zip
  25. Hi guys, I'm started on a H16 sim where I have a cup of ice and fluid and another piece of ice that will dive in and float back up (animated). I've almost always dealt with larger water sims and don't have much Houdini experience with small scale sims I figured some people here have experience with such simulations and would like to ask if there are any best practices and tips here? I have some questions myself 1. How important is it to try to simulate and keep everything to scale for rbd and flip sims of this sort? I have found in my initial bullet tests that just trying to fill the glass with ice at scale tends to give me exploding rbd sims. In this case, I had the ice cubes and glass modeled in maya. When I brought it into Houdini I scaled it down by 100x to match the meter scale in Houdini. I tried adjusting the collision padding to stabilize the sim but to no avail. I had no issues when I worked at 100x scale. I'm curious if anyone else has experienced this? However, not working to scale meant that my flip sims feel larger in scale, like a swimming pool and not a cup. Increasing gravity 3x has helped the sim look more to scale. But that seems very arbitrary to me. I'm more inclined to work at a bigger scale as adjusting to smaller scales have given me all kinds of problems from unstable rbd sims to leaking water particles and decreasing water levels. 2. Is flip the the recommended approach for these fluid sims? I've seen sph being recommended. But honestly, I don't even know where the sph tools are 'hidden' these days in Houdini. And I know these days SideFX recommends flip for everything. 3. What is the best way to get some of the ice to interact with the water sim? Via density and flip solver feedback or the bouyancy force dop node? 4. Any tips on dealing with collisions and keeping things water tight in a thin lip glass that still needs water to splash out of the glass? When testing, I often found that it was very easy to leak fluid from the container even though my flip collision guide shows that there isn't any holes in glass collision. 5. Any tips in meshing the fluid with regards to lighting and rendering? I've seen it recommended that the water geometry be slightly larger then the glass. How are folks doing that with flip sims? I'll try posting an example file whenever I get to a good point. I really would like to benefit from the experience of folks who have done this sort of sim. Thanks in advance.