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  • Name
    Yannik K.
  1. What I want to achieve on my render: I know that I need very low particle seperation so the turbulent spots are crispy and visible. My test rendering with redshift: https://www.youtube.com/watch?v=CL8iC5EQaoY My Questions: - I don't use any ocean tools for this; just an emitter that hits the wavebreaker collision: Should I better use ocean tools instead plain FLIP and an emitter? - I used a 50m x 40m x 20m scale FLIP tank to somewhat get realistic scale with 0.04 particle sep. It took me about 4 hours to sim and mesh 150 frames. Is this overkill and should I go much lower on the scale? - Entagma made a tutorial about adding the turbulent areas of FLIP as an attribute to the material. I did the same but the white parts are flickering very hard for me when rendered. https://www.youtube.com/watch?v=DhqC13Z_hYc&t=774s Basically how can I reproduce the same look from the reference image with houdini and redshift? Many thanks in advance
  2. Art directed combustion

    Hey everybody, I need to know how this could be accomplished in houdini https://www.artstation.com/artwork/Kryx14 how can I volume source the animated input geometry so the pyro flames combust to the said animated directions? thanks
  3. Hey everybody, I need help recreating a very interesting effect from the game "control" where they used this as a loading screen https://i.imgur.com/ChTNbUc.mp4 Thing is I don't even know how to describe this organic behaviour so I can't find more references to find out whats happening with the fluids pulsating. Anybody has an idea how to get two or more fluids mixing like this "life-like" organic pulsating? Thanks and stay healthy!