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Found 10 results

  1. Fluid question: Gas compression

    Hi, I search and read a lot of post on google/ODForce without really finding a answer to that. I trying to see how I can compress a fluid correctly. Just to illustrate one case from many others , I try to compress gas with a piston in to a cylinder. I know Houdini is more a artistic tool than a fluid analysis software but there a way to make divergence, density and pressure interact correctly ... or what I thinking is a correct bihavior? In the example hipfile I attach to this post , I expect to see the density and pressure increased proportionnally to the changed volume of the cylinder by the pushing piston (SIM_Compress geometry at obj level). I figured out a lot of way to connect , inject , add , multiply combinations of density/divergence source without any good result ( "best" one attached to the post ). Somebody have a idea ? Thanks compression_test_v001.hip
  2. Hi guys, first time posting here. Recently started using houdini and following some tutorial. i did some freezing effects by instancing particle with some model and then use vdbfrompolygon node to kinda merge the polygon. then convert them back to polygon again. the problem is. when i convert them to vdb. my mesh looks jittering due to the constantly changing of poly on the vdb. Anyone know is there any option or node i need to add or adjust ? thanks!
  3. Hi, everyone. I'm new to Houdini. The question that I bring to you is not mine. I found it in the comments in a tutorial about Houdini volumes and would want to know the answer also. The question is: Is there a way to animate character made of volume and keep its volume noise parameter in a right place? As far as I know the volume noise is based on position, so animating it we are moving character, but noise is stable in its position. We could scatter points inside a volume in the base position and write it down using the attribute, then we could create volume out of particles and use our noise attribute to be read out of points. Is it possible, or I'm just making an unnecessary noise ;-) Best Regards, Tom
  4. Hi, everyone. I'm new to Houdini. The question that I bring to you is not mine. I found it in the comments in a tutorial about Houdini volumes and would want to know the answer also. The question is: Is there a way to animate character made of volume and keep its volume noise parameter in a right place? As far as I know the volume noise is based on position, so animating it we are moving character, but noise is stable in its position. We could scatter points inside a volume in the base position and write it down using the attribute, then we could create volume out of particles and use our noise attribute to be read out of points. Is it possible, or I'm just making an unnecessary noise ;-) Best Regards, Tom
  5. Hello, I'm trying to create a looping animation of water spiling on the ground, so that it repeats itself every 60 frames , but im stuck at the part that where I need to blendshape the last frame and the first frame since I can't find anyway for the points to be blend shaped to their nearest relative point. waterfallloop.hip
  6. another pyro question

    Can someone tell me why often in time people will like to separate out density, temp, vel and merge it back in the smoke object in pyro ( under the initial data as: density SOP path, temp SOP path...ect) instead of that, we can put multiple source volume node to input different channel as well. What is the main different here? All I know is putting those SOP path makes it last longer in the sim, thinking like as if you want to have a shape of a box being evaporate then we will use that and if we are using any of the initial data we will most likely not wanting to put down the Source volume node where this is constantly pumping stuff into the sim. In addition, to do any of explosion sim, is the best not to put fuel data as any initial SOP path since those will stay quiet a while if you are sourcing the fuel on your Source Volume already. In render you will have a constant light area where is being burn even your explosion has already occured and about to finish. Please correct me if im wrong.
  7. particle advection problem

    Hi there, First time trying to advect particle to my fluid source, however the particle seems to be pushed to certain direction. I have checked my velocity on my particle, dont seem to have any velocity pointing anywhere towards to where its going. Im pretty sure there are many other ways to advect it, this is the only way I come up with since I just started to use houdini, I have attached the file down below please sim a few frame of this pyro and to be able to check the particles. I have tried to name everything as clear as possible at the same time. Thank you guys in advance! particleAdvectionProblem.hip
  8. Hello OD force, I'm a new Houdini user, and I'm looking for some general advice when it comes to utilizing Ocean FX & FLIP tools for a project. Right now my team has been tasked with recreating Myst Island, and our camera shots feature a lot of interaction with water. We need to see an ocean trailing off to the horizon, splashes on the shoreline, and camera shots that pan under and out of the water. Needless to say, for a new Houdini user, this has been a (little) overwhelming so far. BUT, luckily, I've made some progress, and there are a couple more months to figure this out. Here's what I'm curious about: - How will shading both the FLIP & Ocean patches work consistently within Mantra? Is it better to somehow make a custom shader for this or Is it better to mesh the FLIP Sim w. VDB and apply displacement on top of it via the ocean shader? (My concern is that perhaps displacement may not work work in conjunction with velocity attributes affecting the mesh) (Finding anything about shading water & foam/splashes inside Houdini has proven to be an elusive topic in general) - What are some recommended tutorials/resources that you think might be helpful? - How would you approach a technical challenge like this? If you're interested in seeing the blockout video, I have it on vimeo here: I've also included a screencap of the ocean I've built so far. Thanks for reading! Have a good day, - Tyler Bay
  9. Hi all, first of all, I'd like to say I'm new to this website, and have only been working on Houdini for about four months. I really like the interface, and I'd say I've made some pretty 'okay' stuff for a beginner. But now, I'd kind of like to take a step up and begin putting my work into real videos. I've looked at the composite view tab, but as far as I can tell, it only handles images. Would I have to export it to an external program and then insert my video? Or is Houdini even capable of this? Also, as of right now, my only sources for tutorials are youtube (hardly any) and the Houdini Tutorial Archive over at papicrunch, which is getting more and more limited. I'm not so sure I'm ready to move on to Houdini Papers yet, as I'm mainly a visual/tactile learner, but I did a Voronoi destruction scene based on a paper. I would really enjoy if you could point me towards some more beginner/moderate tutorials that are preferably videos. Thanks!
  10. FLIP Whitewater Question :)

    I created a simple waterfall scene, and got a very nice mesh shape, but in any case can not bring the desired Whitewater (similar to a waterfall splashing), it was able to share the experience under
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