Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


Posts posted by nicolas.schlafer

  1. Hello,

    I need to produce fluid animation to get close to this reference picture:

    The left side should be a very soft wave hitting and bouncing on the bottle, the right side should be a bit more agitated water but still very smooth in general.

    My dilemma is that i'm hesitating between "faking it" and using a mix of ripple solver and other "non-sim" ways to deform a mesh, or to go for full on flip sim.

    From what i tried already, and what i read, having very calm/subtle flip sim is not easy to achieve at all, so i was thinking for now that the first "faking" solution would be more appropriate.

    I would be very interested to know how you would approach this situation.



    As an example, this is what i'm getting for now for the left side with a simple ripple solver and some caustics. The caustics helps a lot to make the render interesting but the movement of the ripple is a bit boring for now.


  2. Ha, what a good surprise to see you here Robert!

    I'm more than curious to see the serie of prints you want to make out of this project, looking forward!

    Glad for "peregrinations", when you said this, i was thinking i did another of my wild "englishification of french words" and needed to double check to be sure it is existing in English too :) 

  3. Hey there,

    I discovered during random internet peregrinations this amazingly beautiful / clever / impressive project done in Houdini, by Robert Hodgin. i was so astonished by the whole concept and technical execution of it that i really wanted to share it here with you, if it can interests some people here.


    It is basically a kind of imaginary generative cartography system that draw 2d detailed antique maps of imaginary rivers flowmap and their derivation with time.

    I find the attention to details and the whole process totally stunning.

    If i understood correctly Robert Hodgin is as well the co-creator of the cinder programming framework. Don't hesitate to check his other works on his website, it's full of super interesting ideas :)


    (I did not know in which rubric to post this exactly, feel free to move it if needed.)

    • Like 6

  4. Hello!


    Does anyone of you know about good ressources / masterclass / tutorials to get a better knowledge about rbd bullet sims ?

    I am looking after rigid body interactions with different constraint network, sliders, hinge, etc, not the "destruction/fracture" type.

    I find the attribute driven constraint network a bit hard to wrap my mind around when going for a bit evolved setups.


  5. Thanks for your answer schwungsau, makes it more clear and avoid me to get lost in my shader nodes forever then.

    Your idea to convert to polygons, calculate a VEX fresnel and recreate a volume out of it is really interesting, i will try to explore a bit this direction. Should be possible to compute it on a SDF with gradients somehow as well.

    I'm exploring abstract vdb volumes "carved" by noise like these ones (those are converted to poly), and was curious to get a more "foggy" textural quality, but with keeping the fresnel effect.



  6. Hi all,

    Because of the absence of deep control in the redshift shader, i'm trying to achieve what i want in mantra but dont get how to proceed.

    I'm trying to apply a fresnel to the density and emission of a volume.

    I tried just to multiply the density/emission with a fresnel node but of course it cannot be that simple :)

    I tried to create a gradient volume, converting it to camera space and feed it in the fresnel but no succes neither..

    Any clue?


  7. This setup looks amazing, thanks Konstantin.

    I usually work with Redshift but this really open my eyes to the power of mantra shading.

    Still a lot of blackmagic there for me, but i will definitely dive deeper in it, and i think i grasp the base idea of it at least.

  8. Thanks a lot for your answers, i will dig the two options you propose tonight.

    Konstantin, your solution would work for pure procedural shading, or with triplanar maps, but you could not generate UV out of it right?

    Meanwhile i was playing with super simple polar UV projection and got nice results, here is a test render, but it will not do the trick for more detailed image based displacement.


    • Like 4

  9. Hello!

    I was wondering what would be the best strategy to get a clean UV unwrap with this setup?

    I tried quickly to get UVs along each trail and transfer the attributes to the mesh resulting from the VDB, but without real success.