Jump to content

Search the Community

Showing results for tags 'fluid'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 113 results

  1. Advice needed for pyro sim

    Hi Guys, I am currently working on a shot where I need to simulate an object falling slowly through deep water whilst bleeding (The more blood the better). Initially I began with a pretty simple setup, An emissive object, a collision object and a divergence volume which is being used for expansion. The problem I am running into is that I need the smoke to continually expand, whilst becoming more diffused and transparent, but to always remain in the sim. So I have disabled dissipation as I don't want to lose density, but this leaves me with a dense volume which isn't transparent or diffused. I would like the density that is in the sim to have an aged based blurring. I did try to achieve this with a gas dissipate and heat field but this still wasn't right. I have also spent time trying to tweak the pyro shader to achieve the desired effect but I am not having much luck. Below is an example of the look I am trying to achieve. Between 0:21 and 0:34 Any advice will be greatly appreciated. Many thanks, Clive Blood_in_water_odforce.hip
  2. Flat tank n00b - Why isn't my boat wake working?

    Hello! I'm trying to create the wake and white water created by a boats engines/propellers. I've made it work by adding forces from a PointVOP into a fluidsource, but as soon as I change the Particle Separation in the flattank_initial, it stops working. Also, when entering the node containing the plane from which I create the force, the perspective gets all weird. In the attached file the forces do not work. It's a super simple setup, but as this is my first attempt at Houdini, I'm stumped. Any and all help would be greatly appreciated. Attached: Workfile, Indie Limited-Commercial license. Tug_Sim_V06.hiplc
  3. Hi guys, Any idea why there is a bump kind of a crease there where the ocean extension happens?
  4. 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:
  5. Hello, I was wondering if anyone had any suggestions as to why my flip fluid sim seems to "compress" as my container moves. Any help would be appreciated. Thanks!
  6. Flip Fluid Collision Problems

    Hello! I am having a problem with collision for my flip fluid sim, frame 2 for some reason a chunk of particles falls through the bottom of my "cup" I've checked my collisions on my "cup" and I've also tried adding a sub d node in my tree. both didn't have any result. Also, as the sim continues my particles pretty much all disappear. I'm pretty new to water sims so I'm not really sure the problem. Thanks!
  7. Cofe with foam/bubbles on top

    Hey, I have to to some fluid stuff for a cofe. It needs to have some cream/foam/bubbles on top. It shall run in from the top of the glas and generate that stuff on top. Pretty tough deadline. Any ideas on how to approach this in an efficiant way? Maybe using the surface field and change the chading on top depending on the distance? Any tipps are appreciated
  8. Fluid Follow Curve

    is there away to control the force along the curve want the force on the end of the curve is much higher than beginning of the curve, iam using Cruve to drive it by curve force, btw curve is not converted to poly or Volume hipfile Fluid_Juice.hip
  9. Didn't you think of these fluid solvers? How are they made? How to build them? We will talk about the theory of the process of building fluid solvers in my new course understanding fluid solvers on MIX Training. This is volume 1, volume 2 soon! http://mixtrn.com/course/understanding-fluid-solvers-volume-1/
  10. Turn fluid to soild

    How can i pour liquid into a container and then turn it into solid jell-o ? Thanks in advance.
  11. Gently wobbling fluid and foam

    Hi. I'm new to Houdini and wondering how would you guys approach something like this the simplest way: Wobbly fluid example I don't necessarily think that flip is needed for this. Maybe there is a much easier way (like animated booleans) but the foam part is what concerns me. The example looks like it is a texture but I'm not sure if live booleans can have UVs. Anyway I'm just thinking out loud. Any ideas would be highly appreciated. Thanks! wobbly_fluid.mp4
  12. Looping Fluid Simulation

    Hi I made a water tornado, the movement is just like a tornado, rising from ground but I used flip particles and the pop axis force to generate the orbit and lift force. After a certain frame, I would like to let the simulation loop but without increasing the height of the water pillar. Basically, the pillar stops rising but the flip particles still behaves dynamically. Is this possible? How would I go about doing this? Thanks
  13. FLIP smorganic/sheeter effect?

    Hi, Is there a way to achieve this effect in H? https://vimeo.com/12992186 http://www.fusioncis.com/pr_smorganic.html
  14. apply noise to flip fluid source

    Hey! I'm trying to replicate some sort of noise on my flip fluid emission volume in a volume I can use a volume VOP to multiply the density and create some interesting shapes that change over time, but when I emit flip fluid I have this fluid source and I couldn't find a way of eroding it to get a much nicer and organic shape. I'm introducing some noise on the emission speed and that works well, and also I'm applying a mountain SOP to the original shape to break the surface, but I still miss some noise on it. Any idea? fluid_source_noise.hipnc
  15. Hello! just wondering what's the best way to gradually decrease the amount of fluid emitted by an object...is there any way of multiply the emission volume by a noise that slowly goes to 0 in amplitude?
  16. 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!!
  17. Integrating Deformer to Hero Wave

    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!
  18. 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
  19. 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 ?
  20. 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 ?
  21. Question

    Hello guys how to make fluid or particles attached to them fluid moving from the bottom point and in the end got the scope.
  22. Need help

    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.
  23. 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
  24. 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
×