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Pazuzu

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Pazuzu last won the day on May 17

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About Pazuzu

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    Illusionist
  • Birthday 02/25/1981

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    paazzuzzu

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  • Name
    Alejandro Echeverry
  • Location
    Bogota - Colombia

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  1. SDF from density in Dops

    Regards speed, I think it mainly depends on the method, but the vdb one is the best in terms of control, because you can continue to filter and reshape the field using the vdb arsenal. Sometimes the gas reinitializesdf microsolver is faster, but it can also become a weird bottle neck with huge boundaries, for example if you want to compute a gradient out of an sdf and you need the gradient to cover the whole volume container or to have a better extrapolation, in this case vdb can be a pain because of his sparse nature, of course you can expand or extrapolate your sdf using the amazing vdbactivatesdf, but that can be even slower than to use the microsolver directly.
  2. High velocity volume collisions

    I think the best way is to model a velocity field, a pump. That way you can have a good pseudo collision response.
  3. Pro tips for flip meshing?

    I think is also because of the details. I assume this is a small scale thing, right? If so, you should use surface tension, right now it looks like a large scale one with lack of splashing detail, if you want more detail at large scale try to use the "swirly kernel" on the solver, this will preserve even more the momentum of the sim but will smooth a bit the violence and chaos behavior in comparison with the "splashing kernel", but will give you much better splashing details. Then on the skinning stage, you can try an old school method: with a VDB pipeline use: Dilate - Smooth - Erode. Cheers! Alejandro
  4. FLIP smorganic/sheeter effect?

    Thanks for the comment! Its part of the same simulation. That WIP shows a new option functionality of my small scale pipeline to control how much do you want the droplets to detach from the main fluid body. Its a very important artistic control in a simulation. Cheers! Alejandro
  5. FLIP fluid crown splash sim help

    This video will give you very good foundations on using the pop fluid! That way you don't need to "Abuse" anymore curvature on FLIP method to have "Beautiful" crown splashes!! Cheers! Alejandro
  6. FLIP smorganic/sheeter effect?

    I know that I posted this video in another post as an mp4. So here is a vimeo video that shows all the stages for this simulation result! I hope you like it! Thank you! Alejandro
  7. The main issue is with the libssl and the Qt version that the installer uses. One thing that worked for me was to install the Qt 5.6.1 and also the openssl-1.0-dev. I hope this helps you! Cheers! Alejandro
  8. Swirl Pyro Equivalent

    Hello! Here are some test that I did using my Implicit Buoyancy Model! I hope you like it!! Thanks!!
  9. FLIP smorganic/sheeter effect?

    Gracias viejo Hernan! Para eso hay una muy buena referencia, y podrias hacerlo si quieres de esta forma, el problema esque necesitarias tets (seria deformarlos de cierta forma para asi enganhar el tool ya que no salen directamente de FEM) y lastimosamente es una pesadilla en cierta geometria, pero creo que vale la pena pillarlo! Aqui te dejo un link: https://www.sidefx.com/forum/topic/48343/?page=1#post-219429 Saludos, Alejandro
  10. FLIP smorganic/sheeter effect?

    Hey Howard! Sorry about that! Here is the scene, I polyreduced a bit one of the frames of the sim to have a less heavy file to share! By the way, that mesh still has a freeSurface attribute; So you can use that gradient for nice shading effects. I forgot to say that this scene uses Redshift. v2.6.32; H17.459. Cheers! Alejandro FLIP_crown_v005_share.hip
  11. FLIP smorganic/sheeter effect?

    Hablame en espanhol viejo Hernan, por lo menos pa que practique!! Estoy usando el gradiente del atributo que genero dentro de la simulacion para detectar el FreeSurface; Los MircroRipples en este preview son calculados en simulacion, pero a veces no se contrastan lo suficiente asi que los contrasto a nivel de mesh tambien para que se noten mas aun, ya que al rasterizar las particulas se pierden si no se usa una resulucion muy alta, por ende opte tambien en tener una solucion que no necesite resoluciones muy altas para hacerlos mas notorios. En este preview podes notarlos directamente en las particulas! Saludos /,,/ /,,/ crown_v004.mp4
  12. FLIP smorganic/sheeter effect?

    Thanks Atom! For this retime I used an old tool that I developed years ago to do almost the same as the new retime tool, the main differences are the nice interpolation options for attributes that the new H17 one has, mine just have linear as interpolation option, so I'll migrate very soon to that one. Alejandro
  13. FLIP smorganic/sheeter effect?

    Here is another test using a last iteration of my tools to do small scale stuff. This time, now is possible to art direct how much do you want to break a sheet into drops and tendrils, and there are some Micro Ripples on the sheets that are relative to the fluid speed and curvature at some portions of the main fluid body! oil_details_shading_cam01_v001.mp4 Thank you! Alejandro
  14. Initial Collision resolve ?

    This is an amazing node that can help you a lot!!!! I think is also part of the Vellum post process, if I'm not wrong! http://www.sidefx.com/docs/houdini/nodes/sop/detangle.html Cheers, Alejandro
  15. Pyro Basis and formula

    I think this is a very nice starting point to understand better the "inner workings".
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