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About osmanertasdiken

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    Osmaner Tasdiken
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  1. Help with ice fracturing

    Hello I'm trying to create ice breaking effect. Here is the reference: And after few attempts this is where i got so far but it doesn't really look organic as needed. Pw: ice Any suggestions how to make it look more organic and closer to the reference?
  2. Floating animated character on Flip

    That is beautiful
  3. Floating animated character on Flip

    This is the tool that I've been working on before I saw your comments; This version I was using the geometry noise, but just tested it out with ripple solver definitely gives it more natural look so I will transfer to that. At the moment my main issue is figuring out how to bend only the front side of the water around my object like this; Currently I'm transferring P attribute on to the grid and it's not really bending like that, any suggestions?
  4. Floating animated character on Flip

    Of course Entagma got it I completely missed this one. So far I was using geometry noise based on Impact points but this way seems much better, I will definitely change my current set-up to ripple solver Thank a lot! I'm trying to replicate this reference video as realistic as possible, I think vellum and ripple solver combined together should do the job. I'll give it a try thank you
  5. Floating animated character on Flip

    Hi I'm currently working on a scene where a tiny lizards jumps and starts walking on the water, Reference: https://youtu.be/M6UsKJUmq2A?t=102 (1:42) The Lizard is about 2cm so the scale is really small. I also came across to Johnny Farmfield's setup for collision ripples(https://vimeo.com/301863777) but I'm not so sure whether or not something like this would work better with Flip sim. Any suggestions approaching this sort of effect?
  6. RBD Collision Problem

    Hi everyone! I came across this "Emit packed prims into RBD sim" setup, but when i connect the sim to a collision object which is RBD Packed static object in this case, the emitted objects gets stuck to eachother any doesn't move properly. Any idea how can i fix this issue? I also attached the file, Thanks for checking Emit_packed_rbd_CollisionProblem.hipnc
  7. Houdini engine smoke

    Hi everyone, So I've been trying to add some more noise to the particles in order to achieve a natural look for my engine fire. But I'm not satisfied with the look I'm getting at the moment... Here is the quick render of what I got; And here is a reference from ILP's work for Lost in Space; (And here is the link for the video; https://vimeo.com/312536986 - 0:27) Any suggestion how can I achieve a similar look on my sim? (PLEASE HELP I'M DYING INSIDE) I also attached my project file if anyone wants to take a look at it. Thanks, Osmaner. OdForce_EngineSetup.hipnc
  8. Hi magicians, I'm trying to import an animated alembic geometry from Maya to Houdini, then parent my fire sim onto the moving geometry. I've tried connecting nodes together but it doesn't move the Houdini geo. Any suggestions about how can I parent them together?
  9. Houdini engine smoke

    Thank you so much for your help and taking your time for this, sir! The only thing is that on the geometry there will be about 15 of these boosters in different locations, and it would be preferable to simulate them bit different than some others. From this method the only idea I have is that simulating few variances and placing into their location manually, I'm wondering if there would there be a procedural way of doing this? And also I've tried multiplying v but motion blur seems to be still not changing at all, could it be that I'm using lines to create the shape rather than particles?
  10. Houdini engine smoke

    Hi,1 I'm back here with 2 questions. Firstly I'm having trouble re-shaping the P points, it works only if my particles are at 0. I want them to get smaller as it goes like a jet engine would, not going straight. How can i achieve that look? This is how it is at the moment; Secondly, I'm not sure how to get a stronger velocity blur, this is what I'm after motion blur vise; I've also attached a hip file to explain it bit further. Any help would be greatly appreciated, Thanks, Osmaner. ODFORCE_QUESTION.hipnc
  11. Houdini engine smoke

    You, sir, are amazing, this is really helpful thanks a lot!
  12. Houdini engine smoke

    Thank you so much for your help! Haven't seen it earlier so sorry for late reply. I did rasterize the particle simulation I created. But it has a lack of detail on the smoke and also I have some sort of Pscale problem that I don't know how to fix... As you can see here beginning of it has more detail then at the end it's extremely blurry. Also when I put the voxel size down this is how it looks like; How can I add detail and get a higher resolution sim? OdForceVolumeQuality.hipnc
  13. Houdini engine smoke

    Hi everyone! I'm trying to simulate a smokey effect for an engine. Here is the kind of look that i'm going for. And this is the look I have so far; My main problem is about creating the windy smoke that is coming from the engine. How can I achieve that look? I've also attached my .hip file. I have been playing around with it for so long that I can't even tell where to start fixing things.. Any help is highly appreciated! Engine_ODForce.hipnc
  14. Fluid sim shading problem

    I'm trying to create a shader for my honey sim, as normally i would expect the thicker area to be darker color but because i'm transferring the particles into Vdb there is no information inside the mesh and it looks to bright. Anyone knows how can i fix that?
  15. Feedback on FX Showreel

    Hi there! I just finished my second year and here is some of the Fx work that i produced. I'm looking to get an internship this summer but i need to fix some stuff and also add new things. I'm asking how can i make this reel better? Any suggestions appreciated!