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Found 57 results

  1. Art directable flip fluids

    Hi, I'm starting to do some flip fluids and I would like to be able to art direct them better, in the example I've attached, the fluids have a lot of art direction, they don't even collide but move like controlled by blendshapes. I can drive the fluids by custom forces and modify their behavior, but I'm having trouble getting an initial shape like that, with the wide leading end and then a flat stream, can anyone sugest a way to get something similar? thank you in advance. FluidsCollisionRef.mp4
  2. Hello Houdini Users, I am new around the forum, and have been exploring the software for some time now. I come from a Realflow background, where I usually would go for an open domain Hybrido simulation and the particles could leave the container freely. Now confronted with the FLIP Tank workflow, I realized that the waterline option kills the particles at the boundary, instead of them rebounding (I always get some rebound with just waterline turned on), making it look like the container's walls don't exist above that certain waterline level. To avoid the loss of volume due to the killing of the particles,I turn the boundary layer on and it looks like it somehow replenishes the particles, but it generates artifacts that I can't comprehend: -Just turning on the boundary layer and leaving the padding at 0 makes it look like it is not working at all, thus I still loose volume and get some rebounds. -If i set padding values like for ex. 1 (in x and z) I get jittery particles around the boundarys. Could some one explain to me how is the Boundary Layer suppose to work (very briefly), most specificly the "Padding" options and in what context should it be used? Thanks, Diogo
  3. Hey everybody, I'm following some lessons about the reworked ocean tools in Houdini 16, and made a typical FLIP sim of a boat on ocean. But when I plug my compressed flip cache into the Particle Fluid Surface node and select "compressed fluid surface", I don't get any surface mesh at all - just the particles from the cache. Has this happened to anybody else or does anybody know how to get it work.
  4. Slowing down fluid dynamically

    Hey guys, I have a Little question: what would be the easiest way to retime a fluid dynamically? So there is a timewarp node but I want a fluid to slow down on a certain Frame and then move on in the normal Speed. So probably Need a timrshift too and Switch to the correct retimed Version. Sry, could figure it out by myself but there's quite some stress atm with other parts of the Project : /
  5. Hello! I don't know if this is normal, but it's really whoring my surfacing... During the flip simulation using the narrowband option, the level starts to drop thus changing the waterline which really messes up the surfacing part causing artifacts. Why am I losing particles during and the sim causing the level to drop? It's a basic shark swimming around using deforming object collision in a flat tank off the shelf :/
  6. Saliva FX

    Good evening my fellow Houdini magicians. I have been trying the last couple of nights to create a Saliva Fx for a dragon roar but my brain is completely drawing a blank... So I figured I would try my luck here and see if someone is up for the challenge. any amount of help is appreciated to get me started. I have tested a few things, but I was not happy at all with any of it, so I am leaving a clean canvas here and hoping someone has a good approach to this that can get me going. in my head the saliva would be sticking to the teeth and then slowly get pealed off as the dragon roars, HOWEVER I am not married to a certain look of the FX, I just want to learn how to do a cool saliva FX. I have attached a clean scene file to start from and also the .bgeo sequence in case you cannot see the geometry in the scene from the locked node. Thank you in advance for all your help. Cheers. dragon_head.hiplc Dragon_head.rar
  7. Plastic Curtain on Fire

    Hey guys! Was just wondering what's the best way to melt a plastic curtain with Houdini? Something like this - https://images-na.ssl-images-amazon.com/images/I/51hzskGD15L._SX425_.jpg I want it to melt and shrink in a way the plastic material behaves when it's on fire. There are many melt examples out there using flip but I am not sure how will I achieve the shrinking effect. If you guys can come with any ideas or point me towards the right direction, that would be amazing! Thanks, bifrost
  8. What's kiling my particles?

    I have a simple curved tube open at the top and closed at the bottom with 3 fluid sources inside (see image below). They emit and the fluid travels nicely inside the curved tube. However, it doesn't collect at the bottom of the tube. It also doesn't appear to be leaking or near the volume boundary (so that's not killing the particles either). Hip file attached. Much appreciated if anyone has time to check it out. workbench.hiplc
  9. White water issue

    I'm adding white water to a sim and the whitewater is dying by chonks not randomly based in the life expectancy. Any idea of why this is happening or how to fix it? Thanks to all!

    Hello everyone! I have a problem with my alpha, when I render my clouds separately (what i don't render is in matte shading) I end up with weird alphas in compositing. Do some of you have the same problem, or is there something obvious I'm missing? Thank you!
  11. Sourcing whitewater from points

    Hello! I feel like this has an easy solution that I'm just totally missing, so at the risk of sounding dim: I have some scattered points over some geometry, and I want to use those scattered points to emit/create whitewater. What is the process involved in having points used in the whitewater solver? Thank you!
  12. I am not able to emit fluid from mesh that I imported as ABC from Houdini. Getting this error. I also get the same error when I apply a MEL script that applies shaders randomly. // Error: file: /Applications/Autodesk/maya2016/Maya.app/Contents/scripts/others/dynExecFluidEmitterCommands.mel line 47: Object 'file1_106' not found. Attaching the abc file as well skelly2.abc
  13. Giant Geyser

    So...I'm trying to create this effect: I've tried what I suppose would be the "standard" method. Create an emitter, add velocity from normals, add some curl noise, add white water, add mist... Unfortunately it doesn't even come close. It seems that there are multiple fluid streams occurring at the same time, with multiple high velocity injections blasting into the main spray. If I attempt anything like this with a fluid sim there is suddenly fluid everywhere, and the injections just add to the overall sim. I'd really appreciate any ideas how I could go about setting up a sim that could get me close. Pyro? Fluid? Smoke? Thanks so much in advance!!
  14. Hello all, I've hit a new problem, which is my object will not fill all the way, it stops when the emitter is under water. I've read on here that I could use the expand tool in the populate containers shelf, but when I do this it won't let me select my fluid. I tried another way of adding divergence, but I'm over my head as a new user. Here is a link to my scene file and the abc that goes wth it (attach it to the figure_geo). Dropbox - scene files If someone could please help me figure this out I'll be very grateful, I have a deadline for uni looming over me and I'm incredibly stressed out!
  15. Hello everyone.I am working on a short movie using Houdini at work and the plan is to render the whole thing in a game engine, either Unreal or Unity, I know my way around Houdini Engine, but I cannot for the love of Pete find a way to export Pyro FX and Flip fluids to these engines for render, could anyone tell me if this is possible, and if yes point me to learning ressources on these subjects, many thanks for any responses.Gilles
  16. Waterfall

    Hi all ! First Happy new year ! It's First water project I made in Houdini. Simlation and modeling and destruction was done in Houdini. Thx
  17. Hello guys, I didn't get any answers from the sidefx forums so I'm trying my luck here. I am simulating urine from a medical cup going into a toilet bowl. Obviously, the water in the bowl is going to be clear, while the urine would be yellow in color. So I will need two separate objects to bring back into Maya for rendering (this is necessary). My current setup is successfully colliding with each other (the urine and toilet water). I am not sure what the correct way to set it up was, but this is currently how it is set up: * Urine fluid particles are sourced from a flip tank sop that's pruned– to match the shape of the cup that's holding the urine. That is then imported into the autodopnetwork through the flipobject sop and put into the first input of the flip solver. * The water in the toilet bowl is sourced slightly differently. For this one I did the same process by making a flip tank, pruned it and then made that a vdb and used the fluid source sop. This one is put into the fourth input of the flip solver. The reason I did this set up was I just could not get them to collide with my previous method. I tried making them both into flipobjects and merged them with mutual collision (i also tried left affects right) but they wouldn't interact. With the current set up, they do. Now I am wondering, how do I isolate the two different fluids so I can export them as separate objects, is it possible? Would appreciate some help, thanks!
  18. Hello, I got a closed water tank which contains the fluid inside. So the initial setup for my shot is working fine where the fluid is inside the tank. I have a RBD simulation for the water tank which starts at frame 200 and I cached out the simulation and reading that in the fluid simulation as a static object with deforming geometry. Till frame 200 the fluid contained inside the tank is working fine but after frame 200 when the tank starts to break 80% of the fluid disappear. How the fluid goes missing when the tank started to deform? Any help will be much appreciated. Thank You!!
  19. I am trying to make a scene where there is a flowing river going under a bridge. I also created a fractured house which will be driven by the flowing river and get crashed into the bridge. The only problem I am facing is that the fluid sim breaking the house even before it get hit by the bridge(which is normal interaction between rbd and fluids). Is there any other possible way in which I can interact both my rbd and fluids in a good way so that it doesn't break before hitting the bridge? Thank You Here is a reference shot what I am trying to achieve

    Hello. I just recently graduated from VanArts which is based here in Vancouver. I have completed my demo reel in FX which is to say primarily using Houdini 15.5. I hope you all enjoy watching it as much as I enjoyed creating it. I am attaching the link below. Please let me know of any suggestions, criticisms all is welcome. Thank you. FX DEMO REEL 2016
  21. Don't miss our latest GridMarkets Houdini Artist Feature with FX TD Javier Meroño, who has set himself a challenge: how to create fluid shots without resorting to fluid sims. Find out more about his investigations here.
  22. I just found about this stuff, that was brought at last year´s (2015) SIGGRAPH in Asia and it might be the next "great thing" not just for fluids but for compositing, and many other stuff... I think it´s mighty interesting. http://www.physicsforests.com/
  23. We have a few projects coming in the NY branch and we are looking for freelancers. May also consider candidates outside the country. If you are looking for a permanent position you should also get in touch for a possible future opening. thank you
  24. Giant Soap Bubbles

    Hello everyone, I'm attempting to recreate the shapes of large bubbles forming. My initial tests have been involving FLIP fluids, adding surface tension and removing gravity to create a jiggling ball of particles. Once it is meshed, I could then apply a refractive shader to get transparency. See the attached .mp4 for a flipbook of one of my tests for creating a small, single bubble. However, I'm curious as to how other artists might approach this problem. How would you go about creating these large, wobbly shapes so that they act naturally? How would you allow for art direction if you went with a simulation approach? Please share your ideas, I'd be very interested to hear what you think! Thank you! There is a good example of the shape I'm trying to create at 2:55 in the video below, although the whole bubble sequence is quite useful. bubbles_rnd_0708_01.single_bubble.mp4
  25. Hello, I'm new to Houdini. I am trying to get particles to follow a curve and end up filling a bottle but I cannot get the bottle to fill or the curve to work effectively. I've tried a bunch of different things but the closest I've gotten is with these two files. I used an OBJ of a bottle and turned it into a VDB. In the first file (particle_flow_v07) I used a popnet to get particles along with a popcurveforce to flow along a curve into the bottle. It looks like it worked ok but the bottle doesn't fill up all the way. I thought it was because they are particles and not flip particles but was unsure how to convert them to flip particles. In the second file (v13) I tried using a sphere as a flip fluid emitter instead. The particles follow the curve ok, some of them fly off the curve even though I increased the force of it; and the particles that end up in the bottle only fill it to a certain point then they just spill out everywhere. I tried modeling a funnel to get more particles in the bottle but it didnt seem to work. in v13 theres also a torus I was going to try to use as a sink object but I couldnt get it to work correctly. Any help or advice would be very appreciated. EDIT: So I tried a bunch of tests and I still get the strange purple collision box through my ground plane; not to sure what that is; maybe its the particles colliding with the ground plane? The particles flow along the curve beautifully so thank you for the tip about my particle separation. Particles are still leaking though my geometry and I have a bad feeling it's because of the obj I found online but I am still unsure. particle_flow_v13.hipnc Glass Bottle.obj particle_flow_v07.hipnc