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Found 12 results

  1. Hi Everyone, I'm looking for some advice to make an animation of a glass of cola soft drink with ice in it. I've been using Houdini only for one year or so, so still fairly new to it If you can point me to how get started, which approach would be most logical or a tutorial that would be appreciated. Here is a reference attached
  2. Hey friends, I am trying to shade a snow smashing to the wall. What I tried was using VDBfromParticles and then use vdb smooth (median value gave me a best look). However, for the animation. I saw there were some effects when the snowball hitting the wall which make it looks more like a fluid not a snowball. Please note that the erode area which makes it look like a fluid : (. Any suggestions and help I would appreciate! There is a short animation in the attached file. Thx! 0001-0240.avi
  3. Hi guys, I'm started on a H16 sim where I have a cup of ice and fluid and another piece of ice that will dive in and float back up (animated). I've almost always dealt with larger water sims and don't have much Houdini experience with small scale sims I figured some people here have experience with such simulations and would like to ask if there are any best practices and tips here? I have some questions myself 1. How important is it to try to simulate and keep everything to scale for rbd and flip sims of this sort? I have found in my initial bullet tests that just trying to fill the glass with ice at scale tends to give me exploding rbd sims. In this case, I had the ice cubes and glass modeled in maya. When I brought it into Houdini I scaled it down by 100x to match the meter scale in Houdini. I tried adjusting the collision padding to stabilize the sim but to no avail. I had no issues when I worked at 100x scale. I'm curious if anyone else has experienced this? However, not working to scale meant that my flip sims feel larger in scale, like a swimming pool and not a cup. Increasing gravity 3x has helped the sim look more to scale. But that seems very arbitrary to me. I'm more inclined to work at a bigger scale as adjusting to smaller scales have given me all kinds of problems from unstable rbd sims to leaking water particles and decreasing water levels. 2. Is flip the the recommended approach for these fluid sims? I've seen sph being recommended. But honestly, I don't even know where the sph tools are 'hidden' these days in Houdini. And I know these days SideFX recommends flip for everything. 3. What is the best way to get some of the ice to interact with the water sim? Via density and flip solver feedback or the bouyancy force dop node? 4. Any tips on dealing with collisions and keeping things water tight in a thin lip glass that still needs water to splash out of the glass? When testing, I often found that it was very easy to leak fluid from the container even though my flip collision guide shows that there isn't any holes in glass collision. 5. Any tips in meshing the fluid with regards to lighting and rendering? I've seen it recommended that the water geometry be slightly larger then the glass. How are folks doing that with flip sims? I'll try posting an example file whenever I get to a good point. I really would like to benefit from the experience of folks who have done this sort of sim. Thanks in advance.
  4. Hey Guys, this is the first visualisation of a project for school. It's a Floating Island which has 4 different areas. A grasland, a sand desert, a swamp area and on top of the mountain an ice land. The base geometry was made with WorldMachine 2 and also the base textures were made with this tool. After that, the base textures were edited in PS. All of this data was then imported in Houdini and things like clouds and plants were added. Also the shading, lighting and rendering was done in Houdini with Mantra. This is my first project in Houdini, Greetings Chrizzo Floating Island_Konzept_V1.0_Ani_01.mp4
  5. ice

    How to create this behavior in a simulation, without fungus. What would be spread flip simulation evenly with a residual slowdown. Like on video ice.hip
  6. Hello! i'm working on my personal project, i trying recreate "ice hummocks" which move through objects and collide. Based on this wiki page i recreate basic formula where p = 1000, g = 9.8, V (volume of the pieces) But problem is that i working with packed objects and don't know "area of the party of an object.". and pieces start spinning after a while. (i think it could be solved through dot product, but i stuck) scene file!! https://drive.google.com/open?id=0B6Rw9sQd7tjLTHNfYTNTRE1NMFE reference
  7. Hi, I have a project where I want to create a realistic ice melting effect. I am quite new to FLIP fluids, however I read a lot and watched some masterclasses about how the solver works in Houdini. But I still struggle at a lot of areas. Reference for the effect: What I have done currently is played around with the viscosity. Basically I took my geometry and created points out of it, then I an SDF volume from the same geometry and passed attributes the values onto points. So, the inner most points would have the lowest value and going to the surface it would reach 0. I fitted those values from a range like 1,000,000 to 0 and then using a geometry vop in the dop context i just subtract some viscosity from the points at each time step. Here are my low resolution tests: Particles: Meshed: https://www.youtube.com/watch?v=IokJPFoNi5w&feature=youtu.be I got a somewhat decent result, however it looks more like ice cream melting than ice. It feels like the melting is not solid enough. The particles are not holding the shape as ice would. That's how far I got for now. I have a few more ideas, though (haven't tried it yet): 1) Instead of using viscosity I was thinking to start with all the points disabled (not solving) and then gradually activate them. 2) I wanted to try out using pressure, like in this example (they are using realflow): http://https://vimeo.com/13599797 but have no idea how to manipulate the pressure field: I was hoping maybe somebody with more experience would put me on a better track and maybe have more ideas or suggestions on what would be the best way to achieve this result. Also, maybe you have some suggestions on the shading part? I have some ideas, but I always tend to take the most complicated approaches I am using H15. Thank you in advance
  8. Stew of cellphone footage with a speck of VFX spice. Enjoy! Role: Photography, Editing, Design, Post-Production and Direction. Audio: Kasabian - "Orange" Shot with an iphone 5. CGI done in Houdini. http://cargocollective.com/pedrokobuti
  9. hi eveybody i want to make this https://vimeo.com/37634460 can your suggest me to make it. thank you
  10. Hi everyone, I'm trying to create a dynamic cracking ice wall. What that means is that I have a wall geo that needs to be cracked (multiple times possibly) based on an impact object (or anything really) but it cannot be pre-fractured due to the ice nature. I've been trying by haking the fracture parm (voronoi fracture config obj) node and tried with a SopSolver in DOP as well with no decent result. I was wondering if you had any ideas on how to approach this. Here's a photo of the ice crack shape I'm trying to go for: https://www.flickr.com/photos/dreamofdata/5434655197/in/photostream/ Thanks for any help. Diego
  11. Hi, I hope this is the right place to post this. I'm working on an ice / snow shader for an iceberg cliff. I am a beginner, so the shader is still very simple, it's just a surface model and some displ noise. I've played with the SSS, refl and refract settings a bit, and tried my hands at some noise, but its still a looong way from looking realistic. I really hope you guys can help me with this! This is where I'm at right now (sorry for all the big pictures): wireframe (the model still needs some more work): network: And this is the look I'm actually going for (shader wise). The goal is hopefully to have a realistic looking iceberg shader. To help other beginners, it would be nice to have a hip file at the end, complete with notes and explainations, so everyone can learn from it. I'm including the scene file (without HDRI, it was too big), so definitely feel free to have a go at it! I hope you guys like the initiative and contribute some of your vast knowledge Iceshader_v001.zip Cheers!
  12. To avoid reposting, here´s the link to SESI´s forum thread containing the link to the video as well as the scene files. Here´s hoping you find it useful. http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31222