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Found 87 results

  1. 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
  2. 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
  3. 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
  4. 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.
  5. 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!
  6. fluid_tank.mov Hope u enjoy..
  7. 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?
  8. 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.
  9. 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
  10. 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
  11. 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?
  12. 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
  13. 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.
  14. 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.
  15. Hello, I am new to houdini and it would be a great help if anyone could point to any resource that will help me shade the pyro fluid (wispy smoke) as in following manner shown in the attached image, ie, assigning an rgb gradient along one particular axis. Best regards
  16. Hello everyone, I've seen a couple of post about this but not exactly what I'm looking for. A little background on what I'm trying to do. I'm trying to export a 2d image of a fluid to animate the UV coordinate of an texture in a game material ... not super clear I know, these guys might explain it better : http://www.valvesoft...s_waterflow.pdf This way I can add detailed motion to a sprite with only 2 textures, and not use ginormous sequence of animation. But in Valve instance they "paint" their texture to add flow motion to a river or pond. I would like to generate that image procedurally with a fluid for FX work. right now here is what I do: - have a fluid animation that I like -cache it -DOPI/O all the info I need back into SOP -use a Point VOP -use the velocity info to color points on a grid -render that grid but my problem is that the velocity field is (naturally) all over the fluid container, so I was wondering how can I use my density field as a "mask" for my velocity? In VOP, saying something like where my density is zero, set my velocity to zero, ... make any sense? In the 2 images attached you can see how it works. when a pixel is 50% red, 50% green and 0% blue no motion. 100% red, 0% in G and B pixel are moving south west ...etc. The flow test images show you what I have, so you can see that I have no motion (R=50%, G=50%, B=0)outside the container, but inside I have motion all over.... And last an image of the density field.... where I want my motion. so can I use density to "mask" out my velocity? any help or question would be really appreciated. flowmap_test.hip
  17. Hi guys, I remember seeing a post or thread here where a guy had an asset or some kind of "new" way of meshing flip fluids. He was able to preserve so much detail with his method/workflow. I really liked his result. iirc it was vdb based but he added something to keep almost all the isolated particles and made droplets out of them... Thing is, I can't find the post/thread anymore been reading through "all" flip/mesh threads for the last hours, searched the forums and google, youtube and vimeo but I just can't find it. So maybe someone here knows it, has a link or bookmark or whatever to help me out. Thanks and cheers
  18. I'm trying to get some subtle refraction where objects intersect my fluid. It's working, but I can see spheres from the FLIP particles which is making the fluid seem chunky. It should be a smooth looking liquid. How can I fix this? Thanks! flipChunks.hiplc
  19. Hey guys, Let's say I want to emmit a fluid from a star shapped emmiter. As soon as I hit Emit Particle Fluid, from the shelf, the shape is converted to a volume, getting fat. Is there a way to preserve the original shape? Thx, Alvaro
  20. Hi, Is there a way to achieve this effect in H? https://vimeo.com/12992186 http://www.fusioncis.com/pr_smorganic.html
  21. Hi guys, I am relatively new to Houdini and would just like to know if there is a way to fill a mesh with a flip fluid. Now I don't mean a glass (open mesh) I am talking about a closed mesh (block of chocolate) I am wanting to have a source emit the liquid and then "fill" the chocolate square. In Realflow one can Invert Collision Normals to send the fluid through the top of the mesh and then fills up from the bottom. Is there a way to achieve this? I appreciate any help/suggestions!!
  22. 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
  23. i want fade my volume when its near to other objects , anyone know how can i do this with volume vop or other solutions ? thanks
  24. Hi, I´m new to houdini, coming from the barren lands of the deceased Softimage. Really excited with the power behind H. Thanks to all of you that pay attention to questions that might seem silly and noobish. Im trying to generate rolling waves with flip fluids and custom velocities, ive been looking around and have followed several examples. As an exercise im trying to replicate something like shown in this video. Im sure its really simple, but so far i haven´t been able to replicate the pull and release force that the plane is applying to the fluid. (I know how to apply a custom velocity through a volume, but the attempts that I get are not as organic as shown in the video). Any pointers on how is the velocity being generated from the grid? thanks!
  25. http://www.hossamfx.org/math-in-houdini/ Description: This training demonstrates the big role of Math in creating visual effects and controlling the simulation behavior in Houdini FX animation software. I will cover many of the most popular math topics in computer graphics and I will show you how to apply these concepts inside Houdini with some cool projects. I will focus on what we need to know from math for using in VFX without diving into complex mathematical details as this training is not about pure math. I will show you how the Dot product can be used with the Flip Fluid, and how to create windy curves using the Cross product, and how the Matrices can determine the velocity and store the rotation data.....and many other features of using Math in Houdini. Lesson plan 1. Introduction to vectors – What is the vectors and, why we need it in math and physic and CG ?. 2. Dot product definition – Introduction to Dot product equation in math: input, return, formula, spatial situation, deficiency of Dot product . 3. Dot product and angle calculate – Simple example in Houdini for using Dot product to calculate angle between two geometry. 4. Dot product inside flip fluid 01 – Create custom force attribute for controlling fluid behavior. 5. Dot product inside flip fluid 02 – Solving deficiency in Dot product and final behavior test. 6. Cross Product definition – Introduction to Cross product equation: what we need to know about Cross Product for using in CG, and what we don't need ?. 7. Cross Product and particles 01 – Aiming dynamic force in particles by Cross product for creating windy curves (like frozen animation film). 8. Cross Product and particles 02 – Adding randomizing vector to Cross product and update vector every 10 frames. 9. Cross Product and particles 03 – Add amplitude to Cross Product direction vector and final simulation. 10. Cross Product and particles 04 – Reorient all curves by one direction using For each SOP. 11. Cross Product and particles 05 – Emitting particles from curves and creating advanced time manipulating expressions with time shift node . 12. Matrix 01 – Rotate the attributes by Matrix to save the orientation after rotation. 13. Matrix 02 – Generate Matrix using Align Vex Node and create attributes to store reorientation Matrix in, Create advanced reorient system using Matrices and For Each. 14. Matrix 03 – Without Matrix it will need a code of 20 lines to do this effect, Modify particles velocity vector by rotation matrix. 15. Sine Function 01 – What is the sine function parts in math. 16. Sine Function 02 – Adding two sine wave to simple grid. 17. Decay Solver 01 – What is the decay and what are the types of decay in life. 18. Decay Solver 02 – Creating decay solver simulation in Houdini to decay physical attributes like fluid's temperature, viscosity and cloth's wetness….etc. 19. Manipulate Rang[0-1] – Creating 10 different complex shapes from simple point number expression. ِAll Content With Project Files .