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Sophie

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About Sophie

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    Sophie

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  1. Fast smoke simulation

    Wow, looks pretty complicated! Tried to recreate it, but as soon as I start playing the sim in the dopnet, it keeps loading forever until it freezes. Must've done something wrong! Curious, will this work with larger scale simulations too (or in other words, is there a reason you made it quite small)? [EDIT] I made the smoke object way too big... It is working now, but as soon as it collides with the top of the container, all the smoke disappears. I haven't found out yet why that happens. Only thing I've found is I don't seem to have a dead attribute. It seems to just be there in your file from the pop source onwards, but for me that is the only one I don't have Any suggestions? Is this my problem or is it probably something else?
  2. Fast smoke simulation

    Hi there, I am learning about smoke in houdini and I am desperately trying to achieve an effect like this By this I mean a fast paced smoke puff that spreads out wide, like almost in a V shape. However, no matter what I do, my smoke always ends up looking very straigt. I can achieve the fast paced but then it looks even more straight I think. I tried making it faster by chaning the time scale, giving it a high buoyancy lift, using my normals as a velocity volume (in source volume node) and setting the scale of it to very high, setting the temperature scale to a higher values, etc. All these individual things work for the speed, but I keep ending up with quite a straight line, or something that isn't making sense at all. I tried adding turbulance, but this also doesn't help me to achieve that "v shape". I hope someone can explain to me what is going wrong, because I am totally lost.
  3. Houdini Particles to Maya Redshift

    Could anyone tell me what rop node this is? Do you need like a plugin for redshift? Haven't used it before and would love to try!
  4. Flip "depth" water

    Okay, thanks! Yeah I thought it was mostly in my riverbed, because if I tried with more "simplified examples, it still decreases, but it looks better. For now I was surfacing another result that I had last weekend, so at least I have something that looks decent, because I also still want to look into white water :/... I will definitely keep trying with the fluid from object though! I'll try maybe rotating my river bed indeed, or making an obstacle that is not visible in the render (or both). I am at NHTV in Breda, the Netherlands, not sure if you've heard of it. I believe our school is also hosting Everything Procedural in Breda this year, end of April.
  5. Flip "depth" water

    I added a file that I sent to someone else earlier today, of how my setup was this afternoon. This is the V8 file. The other one, is how they adviced me to try it with both a flip from object and a separate emitter at the top. Ii haven't reached any nice results yet. They also said to try and add more trees at the bottom, so the fluid can't escape as quick. Or otherwise just a box that blocks of part of the end, so it can't flow out as quick as well. Rapids_BigV8.hipnc Rapids_BigV9.hipnc
  6. Flip "depth" water

    Thanks again for the video, will definitely watch it! About the leaking: I made the fluid container a bit bigger at the bottom and turned of the geometry to see if the particles falls through the ground, but that doesn't happen. I noticed the particle count is decreasing. I am not entirely sure what you mean when you say keep the particle count constant in the emitter. Do you mean when using this flip from object? And do you mean the boundary layer then? Because I tried that as well, but that didn't really look nice and the teacher said I shouldn't need it. For the color... I cached the fluid in my scene, opened it with another scene, load the file and give it a color with a ramp from attribute. Then I have the values 0 0 0.9 for the first point in the ramp 0 0.9 0.9 for the second point in the ramp and 1 1 1 for the last one. I did this to try and get the blue gradient that you get with looking within the dopnet, but that didn't turn out too well. Anyway thanks again for the video! Gonna see if this will help me
  7. Flip "depth" water

    Thanks for the video's! Now that you mention it, I have seen them before but I didn't remember. I tried using the flip from object, but for some reason I lose all the volume. I tried decreasing the particle radius scale and change the particle separation. My teacher said I shouldn't have to use the boundary layer. I checked my collision too, and it looks like that is working. Any ideas why this is happening?
  8. Flip "depth" water

    I did run it a few hundred frames before and then gave it an initial state and let it run again, but it didn't do a lot. I have to admit my particle separation was a bit bigger there. I attached the file now as well, thanks ProjectBlockC.hipnc
  9. Flip "depth" water

    Hi, I am working on a flip simulation of a rapid for a school project. I noticed my water only builds up a super thin layer of particles, so it doesn't really fill up the river bed. I tried making the particle separation different in the emitter and the dop network, but that didn't work. Someone also said increase the emission rate. To do that, I tried to increase the scale source volume, but that also doesn't do anything... Any ideas?
  10. Flip fluids Jeff Wagner

    Sorry for not replying earlier. I tried this out and you are right that this is what causes it. I also tried to keep the landscape the same, but then use a popcurve and turning of the wind. I tried to play around with the values and the ramps a little. It did give me some results closer to what I am looking for, but I ended up getting that lump out in the end anyway. When I use the suction and such on the river, I feel the result is a bit too strong. I tried to make a curve on the landscape and give it a negative suction, so it would be pushed away from the curve and the land. This did help a little bit, but it still doesn't work perfect. If anyone has any other ideas, I would still like to hear! The first give is the popcurve with wind, the second one is the popcurve without wind and with a suction force.
  11. Flip fluids Jeff Wagner

    @StepbyStepVFX Hi, I have tried playing with gravity and gas wind as well. Changing the gravity in Y only, only makes it flow down quicker. Playing with X and Z either doesn't help enough, or by the time it doesn't flow over one side anymore, it starts flowing over the other side :/. Could you maybe explain what the scale of the scene could have to do with this? Sorry if that is a bit of a silly question, but I am really new to fluids.
  12. Flip fluids Jeff Wagner

    Hi there, This is the first time I'm positing it, so I hope everything is in the right place :). I've been watching the Jeff Wagner tutorials for flip fluids and I have a question about one of his examples. In the water rapids file, the fluid basically flows over the side of the terrain and out. I tried changing the velocity, but that doesn't seem to change anything. I also tried to make the fluid follow a curve with a velocity field, but this doesn't look natural at all. I was wondering if anyone can maybe explain why this happens and also if anyone knows how to fix this? Thanks.
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