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Found 23 results

  1. Hey,I am new to ocean simulations in houdini. I have a beach tank that I would like to render only the foam. The reason why is we are rendering everything else in Maya, including the water mesh. Does anyone know of of a tutorial or can anyone point in the right direction to rendering a “white water pass” correctly so it can be composited on the water render? Thanks
  2. 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!
  3. Canary Surge V2

    Hi there! this is my new Canary Surge V2, improved workflow for whitewater, foam and shading stuffs.Please watch in HD 720. Vimeo compression kill of the fine details sorry. http://ipsvfx.com/project/canary-surge-v2/
  4. Spray Ignores Colliders?

    Hi All, I have a working FLIP sim of a water fall that is colliding with my terrain mesh. I have added whitewater to the simulation and when I visualize the GREEN spray particles I can clearly see that they ignore my collision object. Is there any way to make the GREEN spray collide with the same surface as the WHITE foam?
  5. Hey guys so I have been working on a whirlpool simulation for a couple weeks now. I am fairly new to houdini. Only about a month in the program so still a lot to figure out. I got the whirlpool itself meshed and it looks good for what i want. Where im stuck now is getting the foam to look good. So far all i can get is this smoky look on top of my mesh. If anyone has any thoughts i could really use some help. Cant find much on the forums so far. Ill attach a screen shot of what im talking about and also my most recent houdini file. Project is due soon and really need some foam/whitewater to complete what im looking for. Thanks in advance for any help! untitled1.picnc whirlpool_v053.hipnc
  6. Hello everybody, I am trying to add specular on uniform volume shader as in the following link: https://vimeo.com/159216723 (made by Jack Yu). To make it, he gives us the following explanation: "Uniform volume shader is a default Houdini shader, all you have to do is convert your particle to VDB then generate the gradient filed, use the gradient field as surface normal to calculate specular in uniform volume shader." But I did not succeed has to make the last step. Here is my .hip Thanks for help. test_uniform volume shader.hiplc
  7. Flip Whitewater problem

    I'm creating a white water effect, and was stuck at this point: there are streak effects on the white water. And in the snapshot, you can see my network connection. It seems that there is a rectangular outline around the boat.
  8. I'm starting working on short sequence where the guy is dancing in the bath and I have to create foam in the bath which will interact with this guy and move out of it. Dont have any hip file now so can't show the way in which I'm going on. Can you guys give me any tips for this thing and how should I start with it? Never try it before.
  9. Soap Suds (Bubble foam) Effect

    Hey guys , i have been trying to create this effect but not there yet, i have attached a mov file along with this post, which shows the movement of bubble i am after. There have been few posts related to bubble effect but those were all static and no movement as such, If somebody could guide me on this it would be really helpful. ref_bubble.mov
  10. https://vimeo.com/156670431 Flip 50 mil Foam 50 mil
  11. Hi, Does anyone have any idea how to make the foam tool? Thank you https://vimeo.com/87351054
  12. Tidal Wave

    Hi I want to do a Tidal wave braking. It has to be a large wave with a LOT of foam and with a deadly curl. I made this rig so far for the surface with cloth. https://vimeo.com/62003308 Do you think it is better to put this surface animation inside an Ocean Tank 12.5 or it is better to do the traditional way of emitting flip fluids towards this surface and work on foam with velocity dependant?
  13. Hi Odforce. I got this video from vimeo. I wonder how to get the bubbles force inside flip before the ship is going up same as this vid. Can we use PUMP source for flp or which methods can we archive this result? Thanks for helping me
  14. Wave

    Hi everyone. I have done this personal project to learn FLIP and ocean surface filtered by point velocity from flip. If you have any comments please feel free.
  15. Hi guys, I'm relatively new to Houdini and I'm trying to find a fast and easy way to add mist to the already great off-the-shelf wave tank. I have found one video so far: He seems to be adding particles via POP over the surface and deleting geometry with the color attribute. Unfortunately no additional information is given. Any houdini veterans out there that can reverse-engineer this system? Any help, information or examples is greatly appreciated .
  16. Hi, I have points that I want to render as volume. As the material, I created a Subnet from a Volume Cloud in SHOP. Without applying any material, I can see the points in the Render View. The issue is after applying the Subnet material, I cannot see anything in the Render View. What should I do to make the points renderable by using the material? Please find attached for the file... foam_test.hipnc (attached file: points with Volume Cloud Subnet as the material)
  17. Foam tool Creation

    hi all houdini user... i am impressive about this foam tool when i found this link.. i start to archive that fx in houdini...and start to research for these kind foam FX. then i try to make these SOP setup with metaball on ocean grid and i think thats good for start point.. but ends up when I have problem to continued the the foam because the ship is tracking with metaball so, is there any one could help me how these metaball following the shipa and animated ocean grid.. thanks.. i so much appreciate for these one fx..thanks heres's the hip file and FX references.. foam_tool.hipnc
  18. Flip fluid beach

    Hi everyone. With my first post I want to show you my recent personal project and thank all of you for creating this great community. The setup was pretty simple. I used off the shelf beach tank and separated particle generation from tweaked velocity advection to start with clean and plain sea body. The boat was simulated with low res version and then used just as collider for the final one. Main fluid contained about 10M particles and foam maximum of 1,7M per frame. Everything took about 10h to render on a single machine. Hope you like it. Thanks for watching!!!
  19. Ray foam in VOP´S

    Hi all,im working on a way to ray foam against a mesh,i cant get to make a smooth transition to the surface,any ideas???. Thanks!!! ocean.hipnc
  20. Try to understand Ocean setup

    I'm playing with ocean and I have some question about the nodes and the foam creation. I hope someone can help me to understand that. first of all, I'm wondering what is the use of the Rest volumes that you can add in the ocean evaluate node, these are for simulation purpose only. There is not much info in the help about these volumes? and there is also under the foam solver tab "rest foam". What is it for ?. For the rest foam, It create problem at render time when I check the box, look like the grid is not displaced correctly? I'm also trying to mix or merge 2 spectrums together, because I got a hard time to get the look I want to achieve with big wave and smaller wave on top. At the moment I use an ocean evaluate with a spectrum creating big wave and check the deform box and I use this geometry to plug in another ocean evaluate with a spectrum creating smaller waves, is it the right way to do this or merging the 3 volumes giving by the spectrum node is better because you will have the foam solver computed correctly ? ( I try adding them in volume vop, but without success). With my setup with 2 evaluate node, I got a problem with animation of foam when I render the scene. The deformation of the noise in the Y direction is too quick and I don't know why? I hope someone have time to take a look at my scene, so I can get a better understanding of the oceanFX. oceanFX_v010.hipnc Thanks Doum
  21. Boat Ride - Flip Fluid R&D

    Hey guys! This quick Flip Fluid R&D was aiming to create a fairly realistic Boat Riding simulation in a large scale water. The video contains a breakdown with some information about my system specs and my simulation settings. The end result didn't come out as good as I wanted to, since I wanted to have more particles and higher render settings, but I didn't have a lot of time working on it and my laptop wasn't able to handle more particles in the given time period I had for creating the effect. But all in all it was a good exercise and it was a fun little project. SOFTWARES USED: Houdini FX, Nuke, After Effects CREDITS: Animation, Simulation, Shading, Rendering and Compositing was done by Laszlo L. Ujvari aka. Myself Boat model was downloaded from 3dmodel.domawe.com Music: Zero7 - Waiting Line Thank you for you attention! Hope you enjoy!
  22. hello, Someone know why the foam from whitewater doesnt dispear in houdini 13? only can be dispear using Life Expectancy in whitewater_emitter but that is not normal, must dispear using foam> min life span and max lifespan, i have tried 0,1 (default are 2,4)... probally is buged? i am using houdini 13.0.237, in H 12,5 the foam works fine and dispear... thanks in advance Carlos
  23. Separating bubbles from foam to treat them differently in the white water tool. Bubbles turn into foam which is desired yet if not treated the same, same shader, same geometry...there's an obvious flicker as the points move from bubbles to foam and back again... any tips?
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