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Found 6 results

  1. flip fluid vortex

    Hey! I'm trying to replicate an fx like this one, flip fluid (water in my scenario) creating a vortex...just wondering if anyone has an idea on where to start from, examples, hints... thanks a lot!
  2. FLIP + External Forces + RBD

    Hey everyone! It's been a while since the last time I posted here because I was a little off from doing FX, but now I'm back on learning and stomped on some difficulties trying to do some collisions, flip and RBD simulations. The problem is that everything goes fine until a certain frame and the next one everything is exploding. I'm not sure if I'm not feeding the proper collision to the simulation or if the external forces override the movement of the particles rather when collision with a geometry takes places. A brief description of what I want to do is to achieve somewhat this kind of effect: -Water being pulled updwards, colliding with an object and continue the fluid simulation motion from there I'm attaching the .hip, some screenshots and a reference for what I want to do. Thanks a lot for taking a look and if someone can point me in the right direction I will be very grateful. Cheers! kamigawa_v002.hip
  3. Vortex shape controls

    Hi all, Am testing/playing with some vortex setups, and came across this super tornado thread w/ scene files that I've been using as a solid starting point: http://forums.odforce.net/topic/13344-creating-simple-tornado-motion-using-pointcloud/ I started to emit points from various sources/shapes, and had the idea to try and get the rising points to not conform to a circle around the vertical curve, but rather maintain the emission shape while funneling up & with an increasing radius. I've tried using a curve force for this & have got results close to hat I'm going for, but the particles always seem to want to confirm to a tight circle around the vertical curve rather than the base shape & funnel outwards. Would anyone have any tips of how to create a custom 'perimiter' for the particles to rise around so they adhere closely the base shape while the vortex gradually increases in radius? Any tips or nudges in right direction much appreciated as always. vertical_outward_vortex_test_001.hip
  4. Custom smoke vortex

    Hi! I'm trying to make a custom vortex force from gasFieldVop in a dopnetwork. I'm nearly successful, but no matter what, i can't change the center of my vortex... I'm getting the P value and substracting from it a constant vector, which should be my vortex's center position (those two values are first set to 0 in Y), then i use this vector in two parts: - one for the tangential force, by a cross product with an (0,1,0) vector - and itself for a "spread" from center force. But no matter what i put in my custom constant center, it seems the vortex always use the center of my volume... I've tried to change the P value with a transform node, but i'm not quite used to it so maybe it have nothing to do with that... Does anyone knows what could be wrong? Thanks a lot if anyone can help!
  5. Hello all, I am trying to simulate a swirling maelstrom kinda like from Pirates of the Caribbean 3. Link here: At first I though "Well, this can't be that hard can it?" and low and behold I am completely stumped... I've got an advice to do the same thing that ILM did with theirs which is to deform all force vectors to point to origin (or inwards) and then simulate the whirlpool in very shallow water and deform the resulting mesh. Thing is that I dont know how to do this. I know VOP POP and vector forces and I know in theory what I need to do but I have no idea how to do it with VOP POP. Also I am open to other ideas on how to achieve this. At this point anything would be better than what I have (a spinning mass of fluid with no swirls....). I tried adding popaxis force and spinning the fluid but it did not have any swirls. I have also tried using Vortex force but the same thing happened (maybe im just doing something wrong). I am a bit new to houdini (been watching tutorials for past week or so) but I feel like any advice no matter how complicated would help a lot.
  6. I have been at this project for a while now and am so sick of this not working. I just can't seem to make the tornado spin around the right way and be more directed by the particle movement. Can someone tweak this and give it back or merely give some suggestions based on the file? That would be awesome! Description: Particles emitting from circle based on surfaces. Volume from Tube for velocity input. Made normals controller to direct toward center of tunnel and down. Emitting fluid from particles using pyro solver from the billowy smoke shelf tool. Thanks so much!! Tornado with fluid_fuel try3.hip
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