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    Yannik K.

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  1. Isn't vellum grains or even pop grains better for this use case?
  2. Petition calling for SideFX to implement this in H20 as another level option on the Pighead geo
  3. 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
  4. 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
  5. 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!
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