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mikkelm2

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Everything posted by mikkelm2

  1. Hey Guys!! I basically want to simulate my flip tank, export the simulation cache, and then read the base fluid cache to simulate whitewater. First i'm exporting my simulation cache using an "Rop_Output_Driver" like this.. Then i drop in a "file_node" to import my cached base fluid .bgeo like this.. I have about 4millions particles in this scene so i'm not expecting a realtime playback, but just jumping to a random frame takes ages, it feels really heavy like it's trying to simulate/cache base fluid again! I want to read the cache files and use them to simulate whitewater without having to simulate my base fluid again.. I've also attached the scene file, hope someone can help me figure this out Scene_File_Caching.hip
  2. Hi Can someone shed some light on how to render a velocity pass, from a flip fluid vdb mesh, for compositing? Here's a reference videos:
  3. Hey guys. So i've done a flip simulation and created a VDB mesh from it. Then created a new scene and added ocean waves from the shelf tool and added displacement to the VDB mesh using ocean waves. So now i'm happy with my displacement on my flip mesh, and i want to create an infinite(large ocean) and composite these 2 renders later in post production. How do i apply the same displacement on my VDB mesh to an infinite/extended/large ocean? I have attached a screenshot and my .hip file, hope you guys can help me out Ocean_Displacement_01.hip
  4. Flip mesh and Infinite ocean

    Sorry guys.. i wasen't able to find the project file! However.. the workflow is very simple, instead of the grid node attached to the ocean spectrum, you simply create a file node, load in your flipmesh bgeo's and link the file node as the grid node was linked! Let me know if you have any problems..
  5. Flip mesh and Infinite ocean

    Sorry for the late response guys!!! I've been away from the forum for some time.. I will look for the project file and re-upload it if i find it!!
  6. Hey guys!!! I’m playing with a large ocean render using Mantra PBR. In my scene i have a simple HDR environment light, and an Area light. The Area light is actually creating all the specular highlights in this render and shader is the default from ocean waves. I’m not sure what passes to render for composite.. Right now i’m rendering depth pass, normal pass and directreflection pass. I would really like to have the specular in a pass, and maybe some kind of motion vector pass, how do i achive this? Since i'm using the defualt shader, i'm guessing i just have to use the correct vex variables for output extra image planes? If that makes any sense.. And can you houdini experts perhaps recommend me some other passes to render for oceans and flip fluids? Any help is greatly appreciated, thanks!
  7. MIKKEL Houdini R&D Reel 2015 - Alot of work in progress, unfinished shots and tests, enjoy
  8. Hello Sandra, i simply used FLIP tank and whitewater for all the fluid shots. Thanks sankarakumar! You can find all the information you need for velocity shader at this post http://forums.odforce.net/topic/21784-flip-fluid-mantra-velocity-mesh-pass/
  9. Hey everyone! So here's a little quick project i did this weekend, it's pretty low-res. I'm not satisfied with the foam pattern so for the next simulation i'm gonna try some custom velocity forces to generate foam from more specific areas, and of course up-res the particle numbers ALOT! Any feedback appreciated - Enjoy! Technical specification: Main FLIP Simulation: 3hours 30min Foam Simulation: 3hours 40min Meshing Process: 2hours Main FLIP: 6.000.000 Particles Foam: 500.000 Particles
  10. Houdini Caterman WIP - FLIP Render 2015

    Thanks for your comment, you could be right about the scale is too small! It's always hard to get the scale right.. Added that to the list of things needed to be fixed for next test, thanks McNistor!
  11. Houdini Caterman WIP - FLIP Render 2015

    Wow, thanks alot McNistor!!! Appreciate your comment! I will definitely make another version with more particles!
  12. Tornado

    Very nice sir! And thanks for sharing!
  13. Naming the channels "RGB A" is not a bad idea at all, i will try! Thanks Houdini master! I did a quick work-around to export it, i was able to import my .exr file into houdini and export the speed channel as a .png sequence to after effects. But for the png sequence to work and show the speed channel in after effects, i had to set it as my "Color plane" Here's an image so you can see - The speed pass is for some reason called "1" btw. Here's a quick render test from the .hip file you posted. AhmedSaady, you mentioned this: "I think you are getting this high white value bcoz you did not calculation your vel , so use your length to calculate it in vop sop , then i think you will read it in Mentra correctly." Is the velocity not being caulculated? Which vop too add to the length, to calculate velocity? I want to fix the speed gradient, is way to white like you said..
  14. No apologies needed, i'm really glad you took the time needed to explain.. really appreciate it man! I definitely have to study more, but this is a great starting point and a huge, huge help. And you are correct about the working exr file, i also tried exporting tif and i can verify that both formats work with the speed channel! However i am not able to view the file on windows, and when trying to import to my compositing program (After effects)i get an error.. It's like the speed channel in the tif/exr is only supported by houdini? How can i render speed to a flat .tif?
  15. Where in the shader do you add a parameter to call the cooked velocity?
  16. The setup you did is definitely working, i can see the speed pass in the mantra1 render. I found your nodes with the speed calculation, but i still can't find this "lone parameter node" within flipfluid material node.. i'm looking in shop > basicliquid For some reason my speed pass is a corrupted file when i export it, i've tried using .tif and .exr. When i change the VEX Type from Float Type to Vector Type, it exports a working file but it's empty.. it only contains an alpha channel.. Here's my scene file and exports i did. Download link: http://files.m2film.dk/FLIP_V2_VelSpeed_Export.zip
  17. Thanks eetu, i'm looking at the file right now! Your answer is really helping me understand, thanks! I will let you know how it goes.
  18. So i tried some testing with the .hip file from the other post you linked Marty. - I'm not sure if i'm using this pass correctly, but i basicly just made it black/white and used screen or add mode. I still don't understand the .hip file 100%, it looks like a basic flip setup with "v" added as an extra image plane. - I can't seem to find the velocity export in the shader/shop?
  19. Oh shoot.. I dont mean a motion vector pass, sorry. I want to render a "indirect refraction pass" like in this example
  20. In the other post, he said he simply "Just added a parameter to export the 'v', velocity, in the shader" - Now i've got my mantra setup to export V, but where in shader did he add the parameter, can't find it in the scene file?
  21. My bad, i did try searching. Thanks Marty, i'm looking at it right now!
  22. Flip mesh and Infinite ocean

    Good news Pradeep! The Displacement Bound parameter worked like a charm! However turning it down to too low removes all the nice detail in the displacement! The default number is 2, so first i tried setting it to 1 and it fixed the clipping but removed to much detail.. then i tried 1.8, and it keeps all the nice details and fixes the clipping! BOOM! Problem solved, all good! Thanks alot Pradeep, this saved me a ton of time!
  23. Flip mesh and Infinite ocean

    So here's to new angles rendered, the left one is with ocean_interior OFF, and right is with ocean_interior ON. - Next i will try to reduce displacement bound and see if it fixes it.
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