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Found 98 results

  1. Hi Can someone shed some light on how to render a velocity pass, from a flip fluid vdb mesh, for compositing? Here's a reference videos:
  2. Hi! Just sharing another work of mine, this one took me a lot of time and I like more what this setup can achieve than the result that I got , but at least I finished. Hope you like it!!
  3. Hello! I've posted questions for help developing my wave deformer tool before, and with the release of Houdini 16 a lot of possibilities have opened up! I was wondering if anyone had some ideas on how to integrate deformed geometry in to the new hero wave system? My wave deformer tool deforms a grid in to a wave shape, but causes the foam details to stretch across it unnaturally. I'd love to be able to draw from the nice foam created by the hero waves in H16. The reason I'm not just using the hero waves is because I am using it for a large tidal wave, and raising a curve in the hero waves to make it a tall wave results in a very unrealistic wave shape. Here's a video of my deformer that shows what I'm describing: Any advice is much appreciated!
  4. Hey everyone,My overall goal is to simulate liquid poured into a glass with ice cubes inside, with the ice cubes floating.Everything works normally until I enable feedback forces: Normal: https://gfycat.com/LameCarelessIzuthrush With feedback: https://gfycat.com/FlashySolidFreshwatereel There's a ton of particle loss. For these sims, particle separation is 0.004, grid scale is 2, feedback force is 1, and max FLIP substeps is 10.The best I got was to maintain volume with 1.75 grid scale, but with overreacting ice cubes: https://gfycat.com/MiserlyEmbarrassedAfricanbushviperI've attached the Houdini file for this below.Anything related to this problem would be helpful. Why is there particle loss, even without reseeding or with many substeps (I've tried using 20)? Is there a problem with how I'm using feedback? Why does changing grid size cause volume to increase or decrease?Thanks! ice-tea-milk_027_017.hipnc
  5. hey houdini users, i'm doing a flip simulation for strawberry falling into chocolate but i cant figure out the right surface tension for viscous fluid and i don't know how houdini calculate Surface Tension or how to find the relation between liquid mass-density and surface tension ? and also does houdini calculate it in millinewton per meter ?
  6. hey houdini users, i'm doing a flip simulation for strawberry falling into chocolate but i cant figure out the right surface tension for viscous fluid and i don't know how houdini calculate Surface Tension or how to find the relation between liquid mass-density and surface tension ? and also does houdini calculate it in millinewton per meter ?
  7. Hello guys how to make fluid or particles attached to them fluid moving from the bottom point and in the end got the scope.
  8. Hello! help please, the question is I have a DOP simulation with the destruction of the bridge, which is collapsing with a bullet. Can I make a cache of the simulation and load it to another DOP to interaction with the fluid(river) please show how to build node.
  9. 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
  10. 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
  11. We need a Volumetric Smoke Explosion similar to the first one in this video… It is to be placed into a simple motion graphic piece (replacing the Shutterstock footage)… https://vimeo.com/216282325 password - smoke We need it early Sunday 7 May (Sydney, Australia time). Very soon. A more detailed brief is below. Please email if you are available. Thanks. info@jasonmarshall.com.au +61 407 045 482 (Australia) Brief… As you can see in the WIP video, there are 2 base colours.. orange & purple. Please supply… 1 x Volumetric Smoke explosion that can be easily re-coloured in After Effects OR 2 x Volumetric Smoke explosions… 1 x Purple and 1 x Orange (see RGB values below) Orange (RGB values) R- 219 G - 129 B - 46 (Hex Value - #db812e) Purple (RGB Values) R - 115 G - 82 B - 157 (Hex Value - #73529d) The Volumetric Smoke explosion must start in the centre of the screen coming directly towards the camera. Smoke must look great on a white background. Must be supplied with a transparent alpha channel. Must be rendered at a high frame rate (50fps or higher) / slow motion so we can speed ramp it in After Effects. Duration (at normal speed) 7 seconds. (longer in slow motion) Dimensions up to 4K would be great but minimum dimensions are 1920 x 1080. Delivery time - WITHIN THE NEXT 24 HOURS We need it delivered early Sunday 7 May (Sydney, Australia time).
  12. 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.
  13. 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.)
  14. 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
  15. 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
  16. Hi Guys, I need some expert advice and insights on this project I'm working on. I'm doing some RnD first before moving to bigger scale so I can provide you guys with the HIP file. The objects however (barrels and table pieces) I cannot share with you. But maybe there's something in the dop nodes or solvers that you can spot right away. I'm working on a flood scene where there's a lot of debris and rubble that needs to be transported by the water. Please have a look at the video. The barrels seems to acquire a spin which at one point is out of control! I can imagine this could be the rotational stiffness... but the exploding (and stuck) piece of table is still a mystery at the moment. As you can see I'm also having trouble controlling the buoyancy of the objects in the fluid. Right now I use the density to try and float pieces but it's not entirely working the way I want it. To sum it up: - The wooden planks need to float - barrels need less spin and need to be embedded more in the fluid. - the tables obviously need to stop launching like superman . any advice or tips are greatly appreciated . High-RBD_count-in-fluid-006.hip
  17. FX Artist (Dynamics/Particles) The FX Artist will work closely with the Animation Team and Creative Leads to develop 3D FX elements to accomplish the vision of the Director for unique and high-profile 3D animated stereoscopic projects. For a better idea of what we do, check out our branding video! https://vimeo.com/166223263 Responsibilities include: 1. Establish and understand project FX needs/requirements. 2. Develop particle, rigid body, fluid and volumetric effects Develop in a fast-paced environment with an iterative workflow. 3. Maximize FX rendering techniques with AOVs for compositing. 4. Basic compositing of FX layers/AOVs in shots. 5. Identify creative and technical issues and elevate solutions to appropriate team members. 6. Communicate development status and forecasts. 7. Meet project deadlines set by production. 8. Maintain high security standards for confidential studio assets. Qualifications: 1. Professional industry experience preferred. 2. Strong foundation in using MAYA FX systems and/or HOUDINI. 3. Experience with shader development and render AOVs preferred. 4. Experience with NUKE compositing software a plus. 5. Stereoscopic film production experience a plus. 6. Experience using KRAKATOA, FUME-FX a plus. 7. Programming experience in MEL and/or PYTHON a plus. Submit your application online at: http://www.falconscreativegroup.com/en/about/careers/ Contract and Staff positions are available Falcon’s Treehouse, LLC is a drug-free workplace and employment is contingent upon passing a drug screen. We are an equal employment opportunity employer. All qualified applicants will receive consideration for employment without regard to race, color, religion, gender, age, national origin, disability status, protected veteran status or any other characteristic protected by law.
  18. fluid_tank.mov Hope u enjoy..
  19. 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?
  20. Hello guys, need your help, About week I fight whit this and without success... So, please look on example. This is a cheese cream. If you look closely at beginning falling cheese have a small viscosity value (create some splashes almost like a milk or similar) and after some time he become more viscous (create some almost static ripples). I was try to affect viscosity value with temperature value (like lava effect) and try some manipulations with age of particles but this is didn’t show proper result. I'm stuck..... Any suggestions and attached hou files will be most appreciated.
  21. Hello everyone, I am trying to achieve an effect similar to the video bellow: Explosion I am currently working on the secondary arrowed smoke that rises right after the explosion. My problem is that I cant seem to figure out how to make the beginning of the arrow sharp and also I want the smoke to expand significantly more after the initial arrow (check attached image) I am currently doing this with an emitter, is that the right way to go or I should use another technique like creating velocity arrows and using the pump relationship? Any other advice on creating this effect or on fluid simulations in general is welcomed. Thanks a lot
  22. Hi there, I have been toying with bringing custom vel fields into my FLIP sim, the file attached shows a whirlpool type of effect (which is in it's early stages and needs a lot of work). I have a question I am hoping someone may know the answer to... The artifacts you can see in lower left corner which appear below my surface, are these caused by the fluid compress process? They aren't present when I bypass this process, but it would save me a lot of disk space if I could figure this out. I'm thinking it is because I'm churning up the particles below the surface..?? thanks heaps! untitled.mp4
  23. Hi, I am working with per point density and viscosity in a flip sim to get mud covered by water. So far everything works fine. Now when it comes to meshing I want to get two meshes out of the sim. One for the water and one for the mud to be able to see the mud through the semi transparent water. I get my groups (mud and water) via the dop I/O but are losing them in the fluid compress node with the packed particles. So the only way I can think of right now is to save the cache without the packed particles option ... making them pretty big I guess ... in order to get two seperate point groups and hence two meshes for the mud and water. Can anyone please help me how to go about this ? Or am I going the wrong direction anyway to see mud through the water. Cheers Rico Well I just realised that the packed particle option doesn't make a big difference in the cache size ... surprise ... i guess it is just for loading optimization?
  24. 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
  25. Hi guys! I am simulating liquid for my job project about christmas. I can't simulate shape of fluid which would satisfy me. I need liquid with viscosity of milk or somethink more viscous. Another thing I want to achieve is specific shape of fluid (which is presented on examples). I tried simulate this with: geometry, which fell down in to the water tank; emitter and wine glass; POP Curve Force. I am aware that could be kinda noobish question but I ask you to help me investigate where I am making mistake.