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Houdini 16.5 - Fluid NarrowBand simulation

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I had chance to test new Flip NarrowBand workflow and wanted to share resaults with community

 

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Igor, congratulations!

All sims are nice and they are the reason I can't wait to test narrow band.

Thank you for sharing.

 

P.S. More details like workstation, sim time, render time, values, sharing tips? :)

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I used 2 workstations on this

i7 4790 with 32GB of ram, and 2 x Xeon E5 20core per cpu with 128GB of ram.

Most of sim times are 5-15min per frame, using from 25-120GB of memory,if you think with full tank most of sims are going from 400-900mil particles, but with narrow band its much easier now.

Spaceship sim was 120GB of memory because at the end it was 1.1Bil particles, you have some details on single spaceship playblast, particles and voxel count.

Igor

 

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With shark sim there is not secondary sim, i treid to get all from single sim with nice mesh details

shark_mesh.jpg

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Hi Igor.

Very cool result, thanks for info about time simulation and machine. Maybe you have rnd with new function "Air incompressibility", please share result and simple scene for study.

Big thanks.

 

 

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Thank for sharing!
What ot your overall thought about this approach, especially comparable with Bifrost (speed, control and flexibility, setup friendly...)?

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Setup is very easy, one button :)

Everytihng is same as before with Houdini Flip, this narrow band just save a lot of memory, now you can make deeper tank sims that give you more realistic look, and in past that you are limited with depth because of particle count.

I don't like to compare with Bifrost, because Bifrost is till closed you don't have that control like in Houdini, when they open there node graph stuff then its going to be easier to compare.

 

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Nice work Igor!

Any chance of getting a .hip file of the shark sim? Even without the shark animation in it I am interested to see the values you used on the custom VDB meshing as well as how it was rendered.

Are you using a shader on the water surface that splits between volume and mesh rendering of the water surface by a mask? If so are you using vorticity or velocity as mask values?

I like how you tried to do it all as a primary mesh without secondaries. It has a tidy look to it.

I saw your previous whale sim with the custom meshing and displacement speed ups using the FLIP surface attribute. Similar setup this time too?

Cheers,

Ed

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2 hours ago, edwardtwiss said:

Nice work Igor!

Any chance of getting a .hip file of the shark sim? Even without the shark animation in it I am interested to see the values you used on the custom VDB meshing as well as how it was rendered.

Are you using a shader on the water surface that splits between volume and mesh rendering of the water surface by a mask? If so are you using vorticity or velocity as mask values?

I like how you tried to do it all as a primary mesh without secondaries. It has a tidy look to it.

I saw your previous whale sim with the custom meshing and displacement speed ups using the FLIP surface attribute. Similar setup this time too?

Cheers,

Ed

I need to chk for scene because i don't have permission to share it, but let me try to explain.

Mesh part

I just split particles using speed and vorticity, and low speed/vort areas i used vdb from particle fluid with some smooth mask, same as default particle fluid mesh do

and on high speed/vort values i add high res settings on vdb from particles fluid and then just combined 2 vdb volumes and convert to poly, thats all

Rendering part

- its just fluid mesh with displacment on top, using speed and vorticity to add bit of color, and there is simple bubbles and foam sim render as points under surface.

- no this is not like whale sim, on whale i did convert surface filed to mesh and then add displacment, but because i wanted to get all details from sim, i did fluid mesh on this one.

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Thanks Igor! This is very helpful.

Hopefully SideFX will do a masterclass on the new FLIP features like they did for hair and fur as they released the .hip files and supporting data for that. If you can release any .hip files it would be really appreciated.

Cheers,

Ed

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