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Everything posted by Diego A Grimaldi
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Flip Narrow Band Particles Hitting Underside Small Scale
Diego A Grimaldi replied to micro88's topic in Effects
For once, your bottle is smooth so it's not gonna have any of those wafer ridges that helps it make some cool splashes. Besides that you can cheat it by pumping some velocities in the shape that you want the crown splash to be like That said, that are ton of parameters that come into play to achieve that small scale viscous result, it's not a straight out of the box deal like it might be in RF unfortunately. Good luck -
My pleasure
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Hey @noumiere The problem is that you are doing volume operations inside the sopsolver and the flip solver doesn't recognize what you are feeding in If you do it with point operators should work fine
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Ernest suggestion could work I'm also thinking maybe post sim have a geo object there where u wanna fix the kinks (like a tube) and ray them down or xyzdist them out
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Flip Narrow Band Particles Hitting Underside Small Scale
Diego A Grimaldi replied to micro88's topic in Effects
I think this is happening because even though you have a narrow band of FLIP, there's still a big vacuum underneath the layer. You could reduce your volume bound to the bottom limit of your narrow band, but that's not the best solution either I think. To remove those fast particles you could kill by velocity like "@speed = length(@v); if(@speed>chf("kill")) removepoint(0,@ptnum);" or you could use a pop speed limit and clamp the max speed of the particles -
is the name on the field correct? Did you check the gradient of the volume?
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Whitewater for High-Pressure Water Simulation (Fire Hydrant)
Diego A Grimaldi replied to zbugni's topic in Effects
Yea the easiest would be to have different layers of water and blend in comp as you see fit- 5 replies
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- fluid
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Whitewater for High-Pressure Water Simulation (Fire Hydrant)
Diego A Grimaldi replied to zbugni's topic in Effects
hey @zbugni, If you have the FLIP working how you want it, you should try to use that instead of making whitewater. Don't mesh the FLIP but treat it as whitewater. Render the FLIP as particles and/or as rasterized volumes and you'll have the look you want from the picture. Make sure you are using the whitewater shader though- 5 replies
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So, first of all, you should resize everything to real world scale, having the cup 1m long is insanely big, make the cups like 10Cm in height and scale everything else from there. About having high res surface, you totally can, just gotta balance the attributes on the FlipObject correctly. Usually you should tweak the particle separation and not mess with Grid Scale and Particle Radius Scale, but sometimes that's necessary, depending on what you are working on and the amount of reseeding (if ON). I don't know of a perfect way to balance all the attributes, just gotta play with them and figure it out
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Hey @scaduxx The resolution of your sim is actually too high, so because reseeding is OFF, what's happening is that after you stop emitting particles, the particles just start overlapping themselves because their collision radius is actually very small and it looks like you lose the volume, but the particles are just on top of each others. I can't paste the scene back but this is what u should do to make it work. Increase the extrusion of the glasses because otherwise the liquid leaks out Particle separation set to 0.04 and Part Radius Scale to 2 Turn ON reseeding and bring Particles per voxel to 16 and death threshold back to default. I also turned on Surface Tension because I like tendrily liquids Also your scene scale is quite wrong, you should work at life size, but that's another story Good luck
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Chances are the reseeding is screwing you over, but without a hip file, hard to detect
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Glad I could help! Thanks for the compliments XD but I'm nowhere near as good as bunch of people on this forum or the discord..but I've had tons of battles with FLIP and always made it to the other side! Good luck on your quest!
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Hey @bentway23 you shouldn't need to crank the particle separation that much. Try to have the scene scale to correct scale or slightly bigger (blood wound maybe make it half a meter or 0.5 houdini unit) To make it more stringy try to increase the density on the physical tab of the flip object to maybe 2500 or so. Try to use a bit of viscosity and some surface tension but those parms shouldn't need to go crazy high. But the main thing is to have some very good velocity to have a nice burst so it doesn't explode but it makes some interesting shapes Something like this for the velocity If you can post a sample scene (not the one u r working with) I can debug it for u
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Hey @juicysoup I'd suggest you to also check out Artella, in case you want to collaborate on animation projects!
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Hey all, this is a collaborative project directed by Bobby Beck from Pixar (ex employee) and a bunch of artists from all over the world. My role was FX lead/sup so I did both shot works and lead roles on the FX side. All done in Houdini and rendered in Arnold. Thanks for watching and feel free to share it all over. https://www.youtube.com/watch?v=sl0J4XoARjk
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Limit dynamic fracturing of packed primitives?
Diego A Grimaldi replied to etudenc's topic in Effects
Hey, Active region at that point is your friend. Use an attribute and transfer the attribute from the ball to the wall when the ball hits the wall so the wall goes from passive to active and you can control how wide the area becomes with AttribTransfer -
If you are trying to do an actual Aurora Borealis FX, I'd suggest you go on a different way. You can make the geo you want so it looks like the ribbons in the sky and then convert it to volume with a bunch of attributes and gradients for color, noise and the like. Does that make sense?
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Ryan Coster: LEAD FX TD: FX Concept & Design
Diego A Grimaldi replied to iFight4theUser's topic in Artists
@Daryl Dunlap I think it's easier to get remote work after you have been in the industry for as long as Ryan has. When you have worked in many studios you get to know most people that work in this small industry so you'll be able to more easily get remote work, and having a lot of experience definitely helps. There is ton of work out there for FX Artists, but it's definitely hard to work remotely if you have no experience. Ryan, impressive work! -
Lot of great techniques here in my friend's blog http://pepefx.blogspot.ca/
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Fluid is a bit generic as a term... If you wanna learn about Smoke/Explosions then I would suggest Steven Knipping tuts on CGcircuit. If you wanna learn FLIP, CGsociety and GoProcedural on Vimeo are you best bet. Good luck and happy learning
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Hey everyone, I know this question has been asked before but I don't think the answers have been really satisfying. So here it is again: I'm trying to create a self collision effect like the way that nParticles do so easily (see link below) http://youtu.be/gfkDZQD-Hbo I'd like to be able to do it without RBD or FLIP, just by using the new POPdop, because I know how to do it in the old pop but it's quite slow and I like the new POP system much better. It'd be great to be able to consider the radius Per Particles so copy stamping could be simplified. I think it could be even used to make snow/sand sim. Would it involve writing some codes in a wrangle POP? Thanks everyone for helping
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Hey all, I am an FX TD and artist currently looking for work in Canada, Europe or remotely. Email me at: grimaldi.diego@gmail.com This is my latest reel
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Alex Lombardi is one of the FX Artists there (maybe the only one), they have a small CG team, you can see some videos shots inside the studio on youtube