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Everything posted by Pazuzu

  1. FLIP smorganic/sheeter effect?

    Thanks Andrea! Attached are two screens where you can see the general particle count. I tend to not abuse the particle count to have good meshing results (so I don't use re-seeding), that's mainly because if you need to re-time you can have weird pulsing artifacts, so the only way to overcome this is to over-smooth, and that can be very expensive sometimes and will kill nice details, also boundary conditions can have flickering as well with overcrowded particle clusters closer to colliders. Instead of this I use a method to redistribute the particles to have a more uniform distribution between them, this way you can have very nice and smooth edges without so many particles and have a more clean and smooth mesh without sacrificing details.
  2. FLIP smorganic/sheeter effect?

    Hi, Here is a personal project that uses a new iteration of my small scale pipeline. I still need to improve some things regards the micro-ripples but I think they are working well for this one. I hope you like it! Thanks!!
  3. Its all about that you fill the entire volume with points, a points from volume sop will do the job, all of this has to be before the attribute creation and rasterization. Cheers!
  4. Hello, I did some mods to your file, I hope is clean enough for you to understand it. I'd put also some notes to explain the changes/methods. Cheers! Alejandro Viscosity_01.hip
  5. FLIP smorganic/sheeter effect?

    Thanks! Yes, the ripples on this mesh test are just a post process, so there is no direct relation with the sim; That's why it still needs improvements. Regards air influence I have some options already, that's why the sheets breaks also, is like when you have a cloth and because of the drag mechanic's you can affect how it will fly relative to his shape against the wind, same should happen with a fluid sheet but the influence is a bit different, but this will lead to a more natural look regards sheet breaking. Finally bubbles and trapped air, this one is more artistic driven, I did some tests some years ago with a very viscous fluid ( https://vimeo.com/69638111 ), but was just using fake rules to populate them; But that is also in my to do list, like I said the wind or environment is so important for this kind of details, for bubbles is a combination of pressure, vorticity and wind/environment interaction, or maybe I'm wrong, its all about to experiment than to find a "Physical correct" way of doing things. Cheers! Alejandro
  6. FLIP smorganic/sheeter effect?

    @tylerafx Here is the update I was talking about. The mesh still needs to improve, but this is just to show the tool's update/fixes that I did on my pipeline to get rid of the volume issues and overshooting mainly to have a more natural sheet breaking and wobbling. I hope you like it! Thanks, Alejandro https://www.dropbox.com/s/9io3yow61dsivld/Tension2.5_sheetColapsing_VolumePreservation_01_v002.mp4?dl=0
  7. FLIP smorganic/sheeter effect?

    Hi, Yes I have some updates going on. Unfortunately I can't post them. But which areas do you think it needs to improve? It will be nice to discuss about it. One thing that I was working on was the velocity overshooting issue, So the contractions of sheets was not behaving right in terms of rate and volume preservation, this issue is visible in the latetest test I posted in this forum topic. I fixed that already in my last iteration, I'll try to post some results soon. Thank you! Alejandro
  8. Hey Graham! I think is all about to update the up-rez pipeline to make it sparse. I think is not that hard to do it! Cheers! Alejandro
  9. 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.
  10. 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.
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. Swirl Pyro Equivalent

    Hello! Here are some test that I did using my Implicit Buoyancy Model! I hope you like it!! Thanks!!
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. Pyro Basis and formula

    I think this is a very nice starting point to understand better the "inner workings".
  24. 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.
  25. 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!