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  1. How to delete particles before whitewater source?

    Sorry I'm confused xD I've cached out the sim which includes the vel and surface volumes. They are there in the object merge before the wrangle node, which is referring to the imported cache. But after the wrangle they disappear? Is there a way I can read the volumes from the cache and then merge them into the stream? I've attached my scene file. Thank you for your help I really appreciate it, sorry to be a pain. Josh WhaleSim_004.hipnc
  2. How to delete particles before whitewater source?

    Hi, ah yes thankyou! How doI source the volumes into the whitewater source after the wrangle?
  3. How to delete particles before whitewater source?

    Hi, thanks for the response! Sorry I didn't make it very clear. I basically want to delete the points before they are sourced into the whitewater source node. but that gives me the error. Josh
  4. Ocean Extended problem

    Hi, Make sure that you have baked out the spectra inside the 'guidedoceanlayer_fluid_extended' node, this will be why the ocean is rendering flat. The oceansurface shader needs to read this data from the disk in order to apply the displacement. If you go into the oceansurface shader, under the displacement tab. You'll see a file path for both the spectrum geometry and the mask geometry. This should point to where they were saved out. If you use the shelf tool, I think it automatically creates a relative reference to the path set on the file cache nodes in the guidedoceanlayer_fluid_extended' node. There are two file cache nodes, one for the mask and one for the spectra. Both of these should be saved to disk in order for the shader to be able to read them in. Also for the holes, you have the flatten distance and pad bounds set too high in the particle fluid surface. If you bring them to a value of around 5 and then play around with it from there. Hope this helps Josh
  5. Hi, I'm trying to delete particles based on how many particles are in it's proximity using the pcfind VEX Expression. The idea is, to delete smaller droplets before they go into the whitewater source to prevent them from emitting whitewater. but after the wrangle node i get an error in the Whitewater source node? Thanks
  6. Out of sync collision mesh and fluid

    Could you upload your scene file?
  7. Only mesh flip particles that are closest together?

    Hi thanks for the reply! Sorry but how would I go about checking the proximity of each point?
  8. What would be the best way to rather than meshing all of the particles, only have the particles that are closest together meshed and render the rest as Spray particles? Like in this test by Igor Zanic
  9. H 17.5 White Water Problem

    Hi, What is it that you are struggling with? This video explains the new workflow:
  10. H 17.5 White Water Problem

    Hi, could you upload your scene file?
  11. Hi, I've been playing around with oceans and flip, and I can't seem to figure out how to render the high velocity splashy areas as white in the ocean surface shader. I've attached what I have so far. (also any other tips for improvement would be appreciated) Thanks a lot! Josh
  12. Hi, Assuming you're using Houdini 17 or higher. The particles are assigned a different state based on their depth, any particles under the surface will be bubbles, on the surface is foam, and above is spray. If you go into the whitewater solver and turn up the age rate of the bubbles to something like 10,000,000 this will make the bubbles more likely to die, eliminating any particles under the surface. As for whitewater amount you can play around with the settings in the 'Whitewatersource' node under curvature, acceleration, and vorticity. Also up the emission amount in the whitewater solver node under the emission tab. Hope this helps Josh
  13. Flip whitewater boundaries

    Is there an easy way that to size my flip container to ensure that my flip sim and whitewater stay within the boundaries? Thanks Josh
  14. The White Water Solver 'Add state attributes' doesn't add bubble, foam, and spray point attributes? Thanks Josh
  15. Issue with trail sop velocities