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Found 43 results

  1. Hey guys, I've been trying to use the extrude polygons feature of the Particle Fluid Surface, but the bounding box makes my meshing weird, even tough my mesh looks fine without using the bounding box. Using the BBox, on the first four frames the mesh just goes away and I also get some gaps between the mesh from the flip and the mesh from the extended. Since I need the Bounding Box to extend my ocean using the Particle Fluid Surface node, and that's acting out, I'm looking for some good alternatives to that. Does anyone has any suggestions?
  2. Water drop splash

    I know that houdini 16 have cool water drop splash system and there is few tutorials about this kind of effect but maybe someone was trying to achieve this kind of splash when fluid drop falling down and collide with static object, not with the tank like usually on tutorials? I'm trying for two day create this kind of effect usually adding some forces but it is flat :/
  3. Water sim with bubbles

    Hi Troops One of my first sims of water pouring into a glass (and with bubbles.) Not sure there isn't any motion blur on the bubbles and I had trouble having just a few bubbles at the start and grading to more at the end even though I keyed the scatter node. Anyway, here it is. C&C always welcome. Peace Josh Whiskey_Bubbles.mp4
  4. Flip rendering

    Hello everyone, I'm beginner in water simulation and I would like some tips if it's possible. For the simulation part, I'm not in trouble for the moment, but the rendering it's another thing. I'm trying to make an ocean flip simulation of a submarine going out of water, for the ocean shader, I have something pretty good now with ocean spectra and the ocean shader of houdini 16. The problem is the whitewater, for the ocean surface (the flip mesh) I don't know how to do the white part like in the sreenshot, is it particles, or tweaking the shader with velocity or vorticity, but which parameter in the shader (refraction?) ? And for the foam, spray, bubbles , I have to render simple particles or do another thing? Thank's for your help, I want to learn water, it's very fun to do! I let the breakdown of the screenshot here
  5. !ZLS Productions is looking for a Houdini artist for a project based remote job. Project includes: - Beach tank simulations - Ocean tools with flip fluids (jetsky and large waves) - Grass creation - Shading and proper render setup for the above - Scene setup, environment development Project will start in the very near future, please, apply only if you are available for immediate start. Send your relevant reel here: info@zlsproductions.com
  6. Hi everybody, I'm making a water explosion, I already have the water column, the splashes, but I want to this collide with an Ocean Flat Tank. Like that, I'll insert this flat tank in a Large Ocean with a displaced grid. But the problem is, my emitted water for my column doesn't collide with my tank. I saw that to make fluid collide, we need one FlipSolver, but two Source Volume. But in this case, with a flat tank, displaced by wave, how can I achieve this ? Anyone has an answers ? Cheers, Gael.
  7. 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.
  8. FX Animator- Houdini Arist Needed

    FX Animator If you are qualified and interested please email Angela at ageier@laika.com with your reel and resume. General Summary The FX Animator is responsible for creating Character and Environment FX, and elements for lighting and compositing to support of the visual style and narrative of the film. They will also be involved in the collaboration of creative and technical tools and workflow. Essential Job Functions Design and create the look of computer generated FX and elements through shot production. Under the supervision of the CG Supervisor, VFX Sup and/or Director help establish and follow the look of the film. Troubleshoot creative and technical issues. Partner with the Modeling, Texturing, Lighting and Compositing and help support each departments’ FX integration issues. Maintain a high level of quality while working on multiple projects, both looks development and shot production under aggressive deadlines. Perform technical work in support of shot production using various production tools. Qualifications Bachelor’s degree in Computer Science, Animation, Art or other relevant area of study and/or equivalent job experience. 3+ years of high-end production experience in television or feature films as an FX artist and/or TD. Experience in producing effects such as smoke, fire, clouds, water, steam and explosions. Knowledge of applicable software and platforms including Maya, Renderman and Houdini REQUIRED. Working knowledge of Digital Compositing in Nuke. Experience with advanced lighting techniques such as Global Illumination, HDRI, subsurface scattering and real world lighting set ups, a plus. Experience with 3D paint packages, a plus. Modeling, Texturing and/or Lighting experience, a plus. Disclaimer The above statements are intended to describe the general nature and level of work being performed by people assigned to this classification. They are not intended to be construed as an exhaustive list of all responsibilities, duties and skills required of personnel so classified.
  9. FX Animator- Houdini Arist Needed

    FX Animator If you are qualified and interested please email Angela at ageier@laika.com with your reel and resume. General Summary The FX Animator is responsible for creating Character and Environment FX, and elements for lighting and compositing to support of the visual style and narrative of the film. They will also be involved in the collaboration of creative and technical tools and workflow. Essential Job Functions Design and create the look of computer generated FX and elements through shot production. Under the supervision of the CG Supervisor, VFX Sup and/or Director help establish and follow the look of the film. Troubleshoot creative and technical issues. Partner with the Modeling, Texturing, Lighting and Compositing and help support each departments’ FX integration issues. Maintain a high level of quality while working on multiple projects, both looks development and shot production under aggressive deadlines. Perform technical work in support of shot production using various production tools. Qualifications Bachelor’s degree in Computer Science, Animation, Art or other relevant area of study and/or equivalent job experience. 3+ years of high-end production experience in television or feature films as an FX artist and/or TD. Experience in producing effects such as smoke, fire, clouds, water, steam and explosions. Knowledge of applicable software and platforms including Maya, Renderman and Houdini REQUIRED. Working knowledge of Digital Compositing in Nuke. Experience with advanced lighting techniques such as Global Illumination, HDRI, subsurface scattering and real world lighting set ups, a plus. Experience with 3D paint packages, a plus. Modeling, Texturing and/or Lighting experience, a plus. Disclaimer The above statements are intended to describe the general nature and level of work being performed by people assigned to this classification. They are not intended to be construed as an exhaustive list of all responsibilities, duties and skills required of personnel so classified.
  10. Hi Have a simple scene with some splash geometry and a cylinder in the center lit by 2 area lights. I've increased my Max Trace depth for both Reflection and Refraction in my RS ROP to 7 each but still it seems my water splash lacks transparency. Can any Redshift users have a look at the attached .hip and suggest what I am doing wrong? redshift_test.zip
  11. Hello, I am new to Houdini and learning. I have a task to do for a client, who requires water to flow along curve just like Realflow DSpline. I am using POP Curve Force to achieve the curve flow but not able to get the turbulent motion. I am trying to achieve something similar like the link below: https://vimeo.com/146377194 Thanks Poojan
  12. My Latest Houdini works

    Hello Guys Im Ahmed Saady - Houdini FX Artist based in Iraq now i would like to share with you my latest houdini projects i have done and i hope you like them Also i'm available for freelance remotely work or full time position ahmedstudios@gmail.com Copa America Identity 2016 - beinsports Copa America - mainstudio 2016 Building Destruction - R&D All the information regarding of the houdini work is under each video description Thank you!
  13. Hi all: i'm working on a shot which is similar to the effect of the movie Battleship I've been working on it almost 3 weeks .but I can't achieve the effect exactly here is some screenshots of Battleship,could you give me some advice about the splash? thank you all.
  14. Water dripping

    Hi guys I'm trying to simulate a dripping effect like the attached photo but my object is a sphere which doesn't have a concave surface and it can't hold water. So do you know a way that I can emit flip from the wet surface of the sphere in the way that look likes it is drying for few seconds? I tried emitting Flip from object but it emits from a SDF and its nothing like this dripping. Thank you
  15. I'm looking to create as asset that will generate water droplets onto the surface of any input geometry. This would mostly be applicable to still shots. My first assumption would be to generate points from any mesh of a geometry and just use a copy node to place spheres on top of the outside mesh of the input geometry, however I want the droplets to look organic, like this: I don't expect anyone to write an entire tutorial here (unless it is actually quite easy), so if there's a tutorial already made hidden away somewhere I'd really love to be redirected. I'm intending to make a .hda out of it so I can use it in c4d.
  16. Hi all, I am looking to achieve the kind of effect in the given reference video below: https://vimeo.com/100104687 Check out the characters, they are made of grains and I am also looking for same/similar effect that can work with fluids. Thanks in advance for your help. Hope to hear from you soon. You can find the reference file here: Regards
  17. Hello fellow VFX-ers! I am experimenting with fluid sims to create a waterfall. I have done up to creating a particle emitter with a static landscape RBD, but I keep seeing the fluid simulation passing through the static geo. Am I doing something wrong? Oh, and as far as adding the whitewater part of this simulation, since its houdini 15 what is the next step in this process? selecting the flipfluidobject SOP in the autoDop? Any help would be great! Please see attached .hip file waterfallBigger.hipnc
  18. Flip Collision Issue

    Hello, i am having a hard time fixing this collision issue which i am facing in flip sim, Attached with this is the video to describe the issue. Two videos have been attached to show the difference, what i want and what iam getting now. I am not able to get complete collision with the water surface as only some particles are being driven off the surface. With the same file and settings earlier i was getting a good feel of drip but now it just won't consider the collision. I have tried literally everything like checking guide geo ,particle radius scale,substeps, collision methods but nothing helped till now. If someone could throw some light on this. PROB_01.mov Related_01.mov
  19. 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?
  20. Flip Wave Layer Tank Workflow

    Hi, I've been playing around with the ocean fx shelf tools a bit and have a couple of questions regarding usual workflow. I want to create a boat traveling over a static grid with waves, so combining the ocean spectrum / evaluate sop with flip sims seems like a good idéa, and it seems that this is what many of the shelf tools is doing. I found this in the documentation http://www.sidefx.com/docs/houdini15.0/shelf/ocean_differences and from that it seems that the wave layer tank is what I want. I tried to implement it in a little to advanced project for me and wasn't happy with the result I was getting. So now did a quick test scene with a static grid and a object traveling trough it and I still get some weird result. For example to water doesn't seem to close the space behind the "boat". So I started to think if the whole wave layer tank was mostly for being able to get white water on top of the sop geometry from the ocean evaluate node. I don't know, I'm a bit confused. A saw this nice rnd example from Vladimir and from what I can see he seams to use flat tanks and maybe wave tank. I want those continues waves from the ocean spectrum. Do people use some custom setup to continuously advect the flip sim to add velocity to the waves. Or is it possible to combine something like a flat tank to get the ocean / boat interaction and then do some trick to add that on top of procedural ocean geometry? I've attached my simple test with the weird gap behind my test geo boat. Any thoughts or tips is appreciated. Thanks / John WaveLayerTank_BadResultExample_V01_01.hipnc
  21. Camera going out of water

    Hi, For a school project I need to create a shot where the camera starts inside an ocean and slowly goes out (vertical travelling). That means at one point the camera sees both the inside and the surface of the water. I'm a beginner in Houdini and the schedule for the project is kinda tight. I was wondering if you could point me towards the good direction to achieve this effect? Should I use particles or is there a simpler way? Thanks in advance for your help!
  22. Water floading Exercise

    Hi, I would like some advice in order to improve this shot, which is in the beginning an exercise given by my teacher in order to learn tracking (we had to track the shot and put in some 3d). We had initially 3 days and now that the deadline is passed, I would like to make this shot part of my future demo-reel. I already see some things which aren't good, like the wet map on the walls, the foam doesn't live enough. So, I would appreciate any advice given. Thx Here is the link to the video: https://vimeo.com/147815681
  23. 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
  24. Strongly based on (mighty) Igor Zanic old Naiad test of an helicopter, I worked on this test to get the hang of the new Ocean FX tools in Houdini, as well as testing how to use custom forces to affect FLIPs (to simulate the helicopter blades). Sorry for the somewhat grainy render and some Nuke retiming flicker around. I didn´t have the time to retime and re-render. I think I make up for this with an interesting test. My conclusion so far is that it´s very difficult to use dynamic waves and still keep your main effect strong and controllable because of the amount of interactions going on with the waves. The reason being dynamic waves require a really huge container not to come back too soon and this adds up on the usual problems on any similar scene.
  25. Hi! I need create some dancing mud scene. i wanna to ask how archive the boiling effect in flip tank ? how to do bubbles die when they go outside the liquid surface and control the velocity and viscosity for mud?
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