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Posts posted by Pazuzu

  1. Here is a scene, simplified, but still displaying the misalignment






    Hey Octavio!


    It doesnt work because you need to turn resample on always when there is a combine operation between two level set with different xform or different voxel size, so you have to resample one of the two for the aligment to take place.




  2. About the "graph-step adaptivity", we can do a sort of things in Houdini also, you can do pretty nice things with this gas microsolvers combo (gas intermittent solve, gas repeat solver, gas each data solver).

    But I really hope that SESI looks for a better voxel storage system in DOPs, just VDB to beging with, then look for adaptivity.


    Nice results with the surface tension model Adrian!! It has a "fill holes trick"? or its pure force approach?



  3. That's interesting Alejandro because i was wondering something similar recently.


    historically FLIP was more efficient for large scale sim allowing you to simulate without the need of substep.

    SPH was better for closup and small scale liquid but with substep / explosion problem.


    Now it looks that SPH is close to legacy in Houdini and FLIP is the recommanded way for all stuff Big / Small scale.


    In commercial where clients always want something clean / smooth / elegant i have hard time to get that with FLIP.

    so when i read you comment i was wondering if my problems come from :

    - lack of competence and understanding of the flip solver

    - the fact that getting elegant stuff in FLIP is very hard

    - a little both of them


    Here are 2 reference commercial




    those were done in realflow with SPH. as you have lot of XP with FLIP do you think it can be done with FLIP only.


    i am taking a cloth / modeling / pop / flip hybrid approach to get those. but it's more tricks and hacks than brute force

    fluid sim.


    sorry for going a little out of the track ... :)

    Yes thats totally possible with FLIP, I got some nice results with my Tension tool, and its very funny because its a very simple setup, but gives the SPH behavior to FLIP, I use a PBD approach to that, and because of that, I dont need extra substeps to have a stable sim like in SPH, just some interations to compensate int/ext pressures but with positions not forces. The miss feature right now its a correct surface tension implementation to have those nice sheets without "fill holes" tricks, the curvature only decimation that most softwares uses to mimic the real surface tension its not enough.

    • Like 1

  4. "The two videos show stuff that you can do in Houdini since at least couple of years ago."


    Hey Pablo, is there a way to increase and decrease the amount of whitewater created based on the camera frustum? I'd love to know :)


    Also the adaptivity shown by some older bifrost video looks really interesting...never played with it though..


    About the whitewater LOD, thats totally possible inside Houdini, You can sample a distance from camera and use as a factor for a replicator for the whitewater emission, also if you want you can use the same setup with a point procedural as a post process for replication at rendertime.


    All its possible inside Houdini, but I really hope that SESI, give us some love for the SPH and some forgiven solvers.

  5. Here is another test (extreme one with nice tendrils and thick borders), but this time with all the Tension assets plus the Rayman's filler technique (I have found a raw way to control the volume gain, but I need first to better dig deep into the Rayman's technique).


    Thank you so much for this Rayman, my old filler technique was field based, so it was the only stage in my tension tools that was not particle based, so it was a bit slow and resolution dependent.




    • Like 1

  6. Hi!!


    I'm reimplementing this on H14 right now, because of some nice new and very fast tools, like the new scatter sop, the new grain solver, etc.

    So no news about Orbolt, sorry for that, this is also a personal project (learning, R&D), not a commercial one, so I dont spend so much time on this.


    Thank you!!