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About PixelEmpire

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  1. Question about increasing Whitewater quality

    What are you going to be rendering with? Doing a lot of open ocean stuff at the moment and rendering the vdb's with arnold/maya just for interaction foam have had to use upwards of atleast 8 Million particals to get density and detail to read through for small details, your Pscale is also extremely important. If you are short on machine power or ram usage i would suggest using the sphere sprite to display Pscale otherwise the stamp or copy to points can be pretty heavy to check this.
  2. source flip fluid with velocity

    Atoms response is the simplest route, otherwise In your geo network run your geo into (1) a volume node and then into a volume vop to set up your vector direction and noise, then in a secondary tree run (2) your geo into a vdb from polygons with like 0.1 voxel size with a fog vdb, then scatter points in that vdb. Then drop down a attribute from volume, set it to vector and set its name to "vel" both the trees will plug into the attribute from volume, scatter goes into points to apply attribute and the volume vop into the volumes to use, then drop down a volume rasterizeattributes with attributes set to "vel" and into a Null. You can test what its doing by using the usual volume trail sop and use the same points and volume rasterize outputs to check your velocity field. Just as an NB point in your volume vop you have to bind export to "vel" with what ever noise etc your adding. in your DOP network you can either use a volume source or popadvect by volumes. Volume source: set initialize to source flip and point the sop path to the out vel null you made, also change field to match and source volume/target field names to vel. pop advect is pre set up with vel. This gives you the ability to add alot of control, and is how they went through in in the master class/ or top 10 new features for 17 if i remember correctly. Below is the same applied to a FLIP Tank and emission from a geo object as mentioned using this method.
  3. Ocean Wave Tank Render Artifacts

    Hey Jason! Some of the artifacts are a known problem, the tank disappearing issue i have found happens when you have something colliding with the bottom of your tank. The only solution to that we use in our pipeline is to extend the tank further down when this is the case as we have been able to reproduce the same issue after some R&D trying to figure it out. the surface jitters is a combination of the smoothing and a few other things. Will try download and go through your file when i have a gap and try explain some more.
  4. Flipsolver Surface Tension Blur Filter

    Hey! Iv got a scene where I'm emitting off a the tip of a whales tail for the water left effect without using a full tank sim. Now iv got it acting how i want but the surface tension(FLIP Solver) i want to fall off over the length of the particle stream. Iv been searching for 2 days and cant find anything to control this mask filter feature or visualize it, unfortunately i am very new to Houdini but i have gone through the documentation and over the flip master class where they brought up this feature for 16.5. If there is anyone that can shed some light on how to actually use this feature or achieve what iv explained it would be much appreciated!