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Found 108 results

  1. 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
  2. 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/
  3. Hi guys, Any idea why there is a bump kind of a crease there where the ocean extension happens?
  4. Turn fluid to soild

    How can i pour liquid into a container and then turn it into solid jell-o ? Thanks in advance.
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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?
  10. 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:
  11. 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!!
  12. 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!
  13. 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
  14. 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 ?
  15. 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 ?
  16. 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.
  17. 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.
  18. 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
  19. 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
  20. VDB scaled up?

    Hello! I'm doing some R&D and am hoping to convert my polygon mesh to a vdb to be referenced elsewhere in my project. When I preview the vdb, however, it is scaled much larger than I expected and I'm not really sure what to make of it. Any help would be appreciated! I've attached screenshots, the first is the geometry, and the second is the resulting voxels.
  21. 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).
  22. 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.
  23. 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.)
  24. 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