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Pazuzu

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Everything posted by Pazuzu

  1. 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.
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. Swirl Pyro Equivalent

    Hello! Here are some test that I did using my Implicit Buoyancy Model! I hope you like it!! Thanks!!
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. Pyro Basis and formula

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

    I think Mantra is faster when rendering volumes, but the main issue is when you need multiple-scatter; Right now the path tracing alternative to point clouds is extremely slow in comparison with Arnold for example. Lets hope that H17 surprise us with some improvements for Mantra in volumetric rendering.
  16. Yeah I know! I was meaning that not directly, you need to tweak first to make it functional. Even when you tried to render that's what the command line tells you! I didn't explain my self correctly!
  17. Sorry but that's not possible! Because Mantra will not find the path to the node.
  18. Hi, Here is an example file to create custom aovs for different volumes, the workflow is a bit cumbersome because you can't reference the volumes directly from sops but from a geometry file. The main thing is to activate your hero container to sample the volume aovs. I hope it helps you! Thanks, Alejandro volumeAOVs.hip
  19. Hey Alvaro! Here is a very simple way to track a transform that it has been defined in sops or at geo level. I hope it helps! Cheers, Alejandro RnD_copy.tansformation.v1.01_aeb.hiplc
  20. Moana Island Scene [Dataset]

    Amazing Work Atom!!! Thank you very much for all the info!!
  21. grouping particles inside pop advect volume

    Hi, You can create a group, testing the speed of the sampled velocity. So particles with a speed threshold below some value get out of the group. Cheers, Alejandro
  22. Swirl Pyro Equivalent

    I'm working on something related to art direct the swirly motion of gases; Its an implementation of a custom buoyancy model that let you art direct very easily the general swirly motion of gases without using masks, vorticles, temperature sourcing to have more swirly motion in specific zones, etc. Also it gets rid of the "Mushroom effect" for free with a basic turbulence setup. Here are some example previews. Some with normal motion, others with extreme parameters values to stress the pipeline. For the details is just a simple turbulence + a bit of disturbance in the vel field, nothing complex, because of this the sims are very fast (for constant sources: average voxel count 1.8 billions, vxl size 0.015, sim time 1h:40min (160 frames), for burst sources, vxl size 0.015, sim time 0h:28min). I'm working on a vimeo video to explain more this new buoyancy model that I'm working on. I hope you like it! Cheers, Alejandro constantSource_v004.mp4 constantSource_v002.mp4 burstSource_v004.mp4 constantSource_v001.mp4 burstSource_v002.mp4 burstSource_v003.mp4 burstSource_v001.mp4 constantSource_v003.mp4
  23. Flip river question

    Hey Ezequiel! No hay problema!! El grupo es porque, al usar los boundary layers hay un reeseding (o creacion dinamica de particulas) en la zona de padding, asi que se debe crear un grupo o definir un atributo para asi diferenciar las particulas justo antes del reseding; Asi al transferir attributos solo las nuevas lo recibiran concervando asi el color sin sobreescribirlo en las particulas ya existentes. Saludos, Alejandro
  24. Flip river question

    Hi Ezequiel, Here is a simple mod that I did to your file for you to see a method to transfer color to the flip sim that is using the boundary layers option, just go inside the flip solver! I hope this helps! Alejandro flip_issue_aeb.hip
  25. Creating Uvs for viscous flip sim

    Hi, Here is the hip setup for the vimeo video about the icecream sim with uvs; Its a very old setup (5+ years). Nothing over-complicated here, not always you have to do Black Magic to solve complex things! I hope it helps! Cheers! Alejandro icecream_vimeo_v001_to_share.hip
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