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Found 19 results

  1. Hello,I'm trying to recreate the melting effect using microsolvers as seen in this video..https://www.youtube.com/watch?time_continue=8&v=KIcpzPK3b1g [www.youtube.com]Any tips or advice on how to get started with this would help greatly!Thanks
  2. Hi All! I'm wondering if anyone has run into this and found a good solution, it's been popping up in my low-to-mid viscosity sims for a while. Perhaps I'm missing something stupidly obvious? Collision geo/field are fine and the interface between fluid and collision object looks great before turning on viscosity, then I get these grid artifacts that are tough to get rid of. Reducing Surface Extrapolation way down in Volume Collisions helps but doesn't completely remove the artifacts. Also, using a high slip-on-collision value helps, but I usually don't want the sliding behavior with sticky viscous fluids. Reducing Grid Scale reduces the relative grid size and helps too, but the artifacts are still there, just smaller. Attached file is somewhat of a worst-cast example, just curious if other folks have dealt with this before. I know I can run some post-sim tweaks to clean up the collision surface intersection, but I've also noticed that the artifacts reveal themselves on the outer surface of the fluid if it gets thin enough, which is not so easy to fix... 01 - viscosity disabled 02 - viscosity enabled 03 - viscosity enabled, surface extrapolation 0.01 Thanks in advance for any help/ideas!! --Dave DStewart_FLIP_ViscousCollisionStepping.hip
  3. Flip fluid stick on collision

    i'm trying to make a honey simulation on a pancakes i have set everything except i dont know how to make the honey stick on the static object, i want it to keep falling but a thin layer of the honey stick on the pancakes anyone can help me to do this ? i'm using Houdini 16
  4. Hello guys, need your help, About week I fight whit this and without success... So, please look on example. This is a cheese cream. If you look closely at beginning falling cheese have a small viscosity value (create some splashes almost like a milk or similar) and after some time he become more viscous (create some almost static ripples). I was try to affect viscosity value with temperature value (like lava effect) and try some manipulations with age of particles but this is didn’t show proper result. I'm stuck..... Any suggestions and attached hou files will be most appreciated.
  5. Hi guys! I am simulating liquid for my job project about christmas. I can't simulate shape of fluid which would satisfy me. I need liquid with viscosity of milk or somethink more viscous. Another thing I want to achieve is specific shape of fluid (which is presented on examples). I tried simulate this with: geometry, which fell down in to the water tank; emitter and wine glass; POP Curve Force. I am aware that could be kinda noobish question but I ask you to help me investigate where I am making mistake.
  6. Hi guys! I am simulating liquid for my job project about christmas. I can't simulate shape of fluid which would satisfy me. I need liquid with viscosity of milk or somethink more viscous. Another thing I want to achieve is specific shape of fluid (which is presented on examples). I tried simulate this with: geometry, which fell down in to the water tank; emitter and wine glass; POP Curve Force. I am aware that could be kinda noobish question but I ask you to help me investigate where I am making mistake.
  7. Hi all I've been following a CMI tute to give a flip object multiple viscosity values based on colour. I'm pretty sure I've followed the tute correctly and from what I can tell everything is correct in my setup. I have 2 groups in the object, one with high viscosity and one with low. In the spreadsheet for the object I can see the two groups, and both of the viscosity values, everything looks correct. However when I run the flip sim, it only uses the higher viscosity value. Enable Viscosity and Viscosity by attribute are both on in the Flip solver. I've been pulling my hair out trying to figure out what's going on, would someone be able to have a look and see if there's anything obvious (or not so obvious) that I'm missing? Any help is greatly appreciated. Bunny01.hipnc
  8. Lava flow

    Hi guys, recently i decided to create a shot with a lava flow. But I'm not convinced with the overall result, someone can you give me some suggestions please? https://vimeo.com/149561629
  9. Wax melting, candle burning

    candle_001.avi Hi, I'm trying to setup a candle melting in houdini using Flip with variable viscosity but I'm facing a couple of issues. The cold wax has a viscosity of 1.10^6 whereas the hot wax has a viscosity of 10. First issue: my hot wax always drags the cold one, how can I litteraly freeze the cold wax? I also would like the wax to be slightly pushed toward the center of the scene to always slide against the candle. But applying such force makes the wax go up due to the contraction (don't know if I make sence). Is there a way to aply force to a specific area ? I don't know how to use "mask field", and can't acces the exemple in the doc :/. Is It possible to do something like that: "If temp>50 + 5F then apply force" meaning waiting 5F after the temperature reaches the desired treshold to apply the force? I also would like to kill some particles like 20% when they reach a temperature treshold, how can I do such effect in dop ? sop? pop ? I have absolutly no clue. Then for the fire "room" (right next to the flame) I would like to use a vdb combine in substract but can't make it work « more A grids than B grids », can you enlighten me ? And last but not least I have some collisin issues with the chandelier, I might not be using the correct method. Once again what is the best way to you to get clean collisions? Thank you for your help candle.zip
  10. Paint on Speaker WIP

    This is a WIP of what I've been doing on my spare time. Hope you like it! Comments and Critics most welcome
  11. I've been getting back into FLIP, and trying to replicate this test done in Naiad a while ago: https://vimeo.com/25020677 Using some POP nodes, I know I'm getting attributes changed on the points properly, but I can't figure out why the solver isn't pulling the higher density particles down under the lower density ones. I even played with @mass, hoping that'd do it, but it doesn't. The POP nodes are affecting the points just fine; when I crank up viscosity/velocity/color, those are set properly. The red points should be rising up, and the teal/blue ones should be sinking since they're heavier: Does anyone have some insight(s) as to why the density isn't making points rise/fall? Thanks! dense_flip_separation.hipnc
  12. Animated Viscosity by Attribute (FLIP)

    Hey guys, I just managed to make a viscosity by attribute to work (thx to Rafael Santos e Eetu M.), but now i would like to make it animatable in order to make melting stuff. The problem is that the particles get the viscosisty properties on the 1st frame only. How can I keep updating it based on my attribute vop? My attribute vop setup is pretty simple. I'm just using Hue Shift to change the points color from white to black. Here's an image of my setup: https://www.dropbox.com/s/z67d620mcp9bgdk/varViscosity2.jpg?dl=0 And the file: https://www.dropbox.com/s/rnsoxgmj225ka33/FLIP%20-%20ViscTransfer3.rar?dl=0 Best and thx in advance. Alvaro
  13. Hard Splash

    Hello guys, i'm trying to simulate an object falling on a really dense liquid, like ice-cream, or yogurt. I'm using a high viscosity value, but when i drop the object it goes thru the liquid but always come up again (because of the impulse force) My objective was for the drop to fall and make the similar effect like a footstep on sand... just stick there! Any ideas? thanks a lot!
  14. I wanted to create an effect where an attribute could be transferred and then spread throughout the object - I found the scene on this page which worked great: http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=28148&view=next&sid=1030caf41e7f90f948b8db61b7222608 However I need to do the same sort of thing inside DOPs - I want to have some highly viscous fluid and melt it with another object then have the heat (or lower viscosity) spread from the point of contact. I've tried using a solver sop inside of a sop solver (connected to the particle motion of the flip solver) however this doesn't seem to work as the solver is using the previous frame so the simulation can never progress (I think thats whats going on). So I basically need to transfer my custom attribute before the pre-flip-solve. Is there a way to do this? I've attached a scene file with my current progress Thanks, Mike wax_melting_v02.hip
  15. Viscosity using Colour?!

    Hello fellow Houdini users! I am testing out some 'viscosity by colour' in Flip. But unfortunately I haven't been able to do it yet. Can please someone help me on this? I know this should be simple enough. Painting the source and calling the grouped attribute back in DOPs something something? Here is an example of what I am basically looking for - http://vimeo.com/70503117 Cheers!
  16. Hey guys, Just started learning houdini recently, and i'm quickly realizing how good it is, wich also comes with a ton of questions... ahah So i started playing around with the FLIP fluids, and after this first test, ( ), encountered a problem. I'm driving the viscosity with the color, but it doesn't assume the animation that i have set in the sops into the dops. Or at east i think that that is the problem. just takes whatever it is on the first frame, but doesn't 'play' the animation in color that i have setup So in basic, would like to know how can i import my sop animated attributes(viscosity driven by color in a vop sop, in this case) into the flip object... Any ideas? Thanks a lot M
  17. Hi, I'm working on water splash for my graduated thesis in school. So far, I couldn't make water surface tension, so I just put emitter on top of fish and spreading water. But it doesn't seem having any surface tension and just looks pouring water. This is my work so far. http://vimeo.com/87121114 I would like to get water tension when fish is jumping from under water surface as following reference. Could you guys give me any advice or suggestion to have natural water tension as the references? Thanks
  18. Rolling FLIP Cube

    Hey Folks! There is a little challenge for you... We have a highly viscous flip cube that is falling onto a slope. The challenge is to make the cube roll down. Have fun, Cheers viscFLIProll_v001.hip
  19. Melting Pagoda

    Hi there. I did a mini-project to practice variable viscosity FLIP fluids. I would like to revisit a couple of shots, but until I´m able to use the render farm at work, all my farm is my laptop. PBR in Mantra might not be the fastest thing ever, but the quality certainly is there. Also...I didn´t know 12.5 was about to get released! I would have saved some (preciousss) sim time! https://vimeo.com/61843919
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