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Found 510 results

  1. Floating Fountain

    A passion project re-using footage shot a few years ago. The water is split into two sims: the first covering the sphere and the downward stream, the other filling the basin and overflowing around the sides. A total of over 7 million particles make up the fluid sim. Software used: Houdini Redshift Nuke
  2. Hi, I am specialized in Houdini FX, Simulations (flip, pyro, RBD Bullet), VEX and Python scripting also a good experience in lighting and compositing. Currently based in Shenzhen, China. you can checkout my vimeo for my work and contact me on LinkedIn. Available for freelance Houdini FX work (Remote work) and Houdini pipeline development (Remote work) Thanks, Mahesh MS. vimeo: https://vimeo.com/maxcolor/ LinkedIn: https://www.linkedin.com/in/maxcolor/
  3. I (beginner in FLIP Fluid) have a FLIP simulation that gets crazy when I add a collision (static object) I use the test geometry shaderball, used 2 spheres with mountain sop, boolean with front and back of the shaderball. The two deformed spheres are the source. The rest (boolean difference) of the shaderball is the collision. Flipbook Without collision https://streamable.com/qkh2p Flipbook With collision https://streamable.com/922a6 Ii feel it has something to do with possible intersection between particles and collision geo, so I reduced the size of the sphere to leave a gap with the collision geo but the flip sim is still going crazy. Any idea? Issue with FLIP simulation.hiplc
  4. Recent work from Chinese animated feature 哪吒 (NeZha), I was responsible for creating and rendering of the water effects using Houdini flip to build a guided system for water and render in Mantra, final compositing done in Nuke.
  5. viscosity problem

    Please help me. I just started studying Houdini. I don't understand now. It's about viscosity. It is in the red frame of the image below. I created a mesh with flip, but it is not smooth. How can I make this part smooth without bumping it? (I using houdini17.5)
  6. Fluid into FLIPtank + interact

    What I am trying to do is to get a fluid of any kind (pop or flip presumably) to interact with the fluid in a flat fliptank. Seems like it should be easy, but I can't seem to get them to react and mix like fluids (or interact at all actually). More detail: I actually am trying to get a cloud of blood to spread out into a pool under a body that has just fallen in. Perhaps this means I need a different solution than if I was dumping particles into the tank from an emitter outside of it, but I can't even get that to interact, so any advice on this would be most helpful, and I am grateful to anyone who spares even a moment to consider the problem. Much appreciated! PS- I have scoured the internet, including this site, for advice on this, and have come up empty handed.
  7. Floating Fountain WIP

    I've been remaking this old shot I had worked on 3.5 years ago, taking the old footage/files and completely reworking the sim, render and comp. Feedback welcome
  8. Hi! I'm making a chocolate dipped strawberry (strawberry model from 4dm-works.com). There are 2 problems. 1) When the strawberry falls into the chocolate, the FLIP is using both bounding box of the VDB and the VDB for its collision, creating this box around. VDB resolution is at 0.007 and uniform division for collision is at 500. (which I thought are high enough?) so I'm not sure what's up. 2) The 2nd problem is that the chocolate doesn't stick to the strawberry. I have the friction, viscosity, density and stick on collision on, but nothing's been happening. I have a feeling it's something super minor somewhere.. but I can't seem to figure it out. How can I fix this? (Bound_Stick_Question.hipnc) Thank you in advance for taking a look at it! -Y
  9. FLIP SIM - How to stop bubbling

    Hi! Houdini beginner here. I'm learning FLIP sim and having trouble with it "bubbling" at the end. It's a water-filled glass breaking (bubbling_question.mp4). Towards the end, the liquid is constantly moving and is creating this "bubbling" look. I've tried adding a POP Speed Limit after certain frame, or setting POP Velocity to 0 after certain frame, but nothing seems to work. How can I fix this? (I attached the hip file but I'm not sure if it'll work due to missing geos and caches: bubbling_question.hipnc) Thank you! -Y
  10. Flip solver problem

    Hey guys, all right? I'm trying to make a coffee capsule rising from a viscous liquid, but some particles are getting stuck and the liquid isn't getting viscous and I've tried everything and can't change any parameters. Could anyone tell me what I'm doing wrong? Check out my simulation. Preview_01.mp4 coffee03.hip capsula_final.ABC
  11. Custom Velocity with Volume VOP

    Hello there, I'm making a classic Ship Sailing Effects (ocean guided). I'd like to add a custom velocity to the bow of the ship in order for me to have a good turbolence like this: Through a Volume VOP (please see the hip attached) I created the following velocity: The shape I had it's what I want (straight velocity to the front and curved ones along the sides of the ship, so they can push the water for having a classic V shape). However, I'd like to invert the value of it: having higher velocity in the center e gradually less on the side. With my solution I have to much velocity on the side and less on the center of the bow. Basically I need the trails to be red (high) at Z=0 and blue (low) at the Max Z bbox. Furthermore, is my solution right? I blast a part of the bow, scattered it and then use a Volume Rasterize Attributes for creating the velocity. And, lastly, what kind of operation do I need to use in DOP in Volume Source? Somebody says "Add", somebody "Pull". What is the correct way? I hope you can help me. Any suggestion will be really appreciated. Ship_Body.obj Ship_Custom_Velocity.hipnc
  12. Paint splash

    Hi guys, Im really in need of some help here. Im trying to find a way to paint a mesh using flip fluids. The idea was to have an alpha of where the fluids collide with the mesh to then use in compositing to reveal a texture. However ive been lookin everywhere an cant seem to find how to extract this information. Here is an example of its use in substance painter Thanks for your help guys,
  13. If you're flip simulation flickers from using reseeding particles this threads for you. TLDR: I've found a temp solution but want a better one. Inside the flip solver search for a node called "Gas Seed Markers"(Its renamed to "Reseed Particles") Uncheck the "Build Inside Surfels". This will stop the popping but maintain the effect of deleting the unnecessarily dense overlapping particles. Starting this thread for myself to document my thoughts on this but also for anyone else who needs reseeding to keep their simulation in check. So far I have a temporary solution to my issue but I want a better one. My hope is that we can discuss a better means of achieving the desired result of consistent fluid particle density without flicker or popping. The masterclass doesn't explain reseeding and I couldn't find much on the topic in forums or elsewhere for how it works. The node responsible is Gas Seed Markers(GSM form now on). It checks the number of particles per voxel within the surface field for inside the fluid and outside within a given number of boundary voxels and does three things. A. When particles exceed the desired density per voxel GSM will cull the points of that voxel. B. If voxels beneath the surface do not have the correct density GSM will add points. C. If there are not enough particles on the surface, within 2-3 voxels GSM will fill that voxel with the desired number of points per voxel. It seems on one frame the GSM node will delete ALL particles within a voxel that exceeds the limit. Then the next frame, because the void was created it will then repopulate the void with the desired density. So this is where I'm hoping for some help in understanding, in order it's: 1. GSM determines particles are too dense. 2. GSM deletes all particles in voxel. 3. Complete solve (particles partially close in on this void) 4. Next Frame of solver - void still exists so GSM adds particles to this voxel with points = Flicker / Pop. So to start the thread: First - Does Gas Seed Marker delete all particles within a voxel that exceeds the density limit or is this an optical illusion? Second - I'm having trouble getting this node to function outside the context of the flip solver. I want to see it populate points into the Geometry data but it has a lot of requirements regarding the slice index that I don't fully understand. If anyone has or can create a working example of this node functioning outside the context of the flip solver I would greatly appreciate it. For now I'm going to try using two GSM nodes one after the other. The first only performs the cull operation and the second performs the fill before processing the solve. Will post back with results shortly.
  14. create flip tank inside object

    hey there, im newbie to houdini and here. Im trying to achieve fluid in bathtub, easiest way seems like using flip tanks. But i don't know how to do that with custom shape instead of box. Also i will add some rigid bodies top of that water later. Also i tried to fill it with particle emitters but i couldn't success. Also how i freeze it after it fills, initial state ? In short: bathtub with water, floating rubber duck and some other model in surface. attached scene file. bath.hip
  15. Hi, I am summoning all of you flip gods! In the images you can see the flip explodes upwards for no apparent reason, this seems to happen along the boundary of the collision object. I am using guided ocean layer setup. The collisions otherwise behave correctly. I have tried high res sim, low res sim, changing grid resolution, changing collision geometry (submarine model, simple scaled sphere), deforming collision geometry, object transform collision geometry, zeroing out collisiovel field, high resolution collision vdb, low resolution vdb, playing around with depth of the guided ocean layer, different amount of substeps(both flip solver and autodop), reseeding settings, changing integrator types in the flip solver and probably more... Quite frankly I am at my wits end and I wonder if anyone has ever seen this kind of a problem and if there is a solution to it. I would also like to avoid making the boundary layer exceedingly deep, as this would most likely kill all the detail. I have attached a simplified hip file where this problem occurs. Thank you exploding_water_problem_v1.hip
  16. (I'm not good at English) I wonder How to I delete the particle from collision boundary. according to the Kill Inside Collision is Delete any particles inside any collision objects plugged into the second input. flattank size equal bounding box group to create .. um.. I need solution and vex sentence. Would you explain this ?!
  17. Ocean Ship Sails

    Hello there! I'm trying to create a ship sailing effect on Houdini 17.5 (with Guided Ocean Layer tool). But I'm having lot of issue. - First of all, as you can see on flipbook, I have lot of particles popping up from ship sides. Why it happens? Can't figure out how avoid this problem. - I used the Deforming Object shelf tool for simulating the ship as volume source. However if I choose Volume as Velocity Type on Flip Solver > Volume Motion > Collisions tab, it looks like fluid doesn't interact well with my geo. Basically I have not splashes, even if I select "Use Volume Velocity for Collision" on Flip Object > Collisions. So I need to switch on Point velocity Type in order for me to have good results. Is that a correct way even if my collision source is a Volume? Is it better to treat collision geometry as volume or mesh? - Is there a way to avoid splashes to slide on surface? I tried to increase the Velocity Blend (on Flip Solver > Particles Motion > Droplets) with no results. - Lastly, I'd like to achieve a good results regarding wave trails (see pictures). Basically I have too rounded and large waves from the ship prow. I'd live to have more V Shaped waves. My scene is more or less in real scale (meters). I used a 0.8 Time Scale value in FLIP Solver in order for me to have good trails, but cannot achieve the desired result. Any help will be really appreciated. Thank you so much for your time. Ship02_Sail_v06.mov Ship_03.hip Ship_Body.obj
  18. Simulating flip from bottle

    Hello everyone. Long time since last post here when i was dealing with the same thing. After watching some tutorials and learning some more in houdini i decided it was time to go back and see if i could get some better results. There is still some big questionmarks that im seeking answers for. Here goes. This is the simulation i want to do. Animating a beer bottle (prefferable in maya since i have a rigged character and i have made a animation that matches footage so i know that the animation is timed correctly and so on. The bottle will be pouring beer into a pretty standard glass. When i have a stable flipsim i would want to go on and simulating bubbles and foam. So on to the questions. 1. I have noticed some differences between using collision geometry made in houdini or imported geometry. Making the geometry in houdini seems to work much better for some strange reason. Can anyone confirm this? It seems that i get away with much higher settings on particle separation and gridscale then using similar objects imported from maya. 2. Scale seems very important here. Simulating in real scale gives a lot of trouble. therefor i scaled the bottle up so that it is around 1 meter high. However, this gives some problems when it comes to actually using the animation i made in maya. Everything in maya is done in centimeters and when importing it to houdini its way to big. I ended up matching the animation inside houdini from the imported file and used that instead. Wich is the best way to get around this? Usually in production everything is modeled in correct scale in maya. 3. Setting up the flip source. Is this the correct way? Import the fbx file with the bottle. --> create a new geo node --> create a box big enough to cover the bottle and up to the level where the liquid should end at the bottleneck. Object merge the bottle into this geo and connecting a boolean with subtract b-a settings. Then i blast the exterior so i have only the interior of the box minus the bottle. 4. In the bottle geo i have a transform and after that a null. i put the displayflag on the null and then create a deforming object from that. 5. finally i create a static object from the imported glass. Now all is setup to start simulating. ofcourse there is alot of tweaking of particle separation and collision settings to be done but overall is this a good setup? I can post a file if that helps. Finally some other questions. When caching out the flip to simfiles i only want the particles to be cached. where do i set this up? Regarding substeps, if i raise the substeps INSIDE the dopnet on the flipsolver will this generate more substeps when caching it out or is it only the substes on the dopnode that sets substeps in caches? Sorry for kinda of a long post but if anything can be answered i would be grateful! THX!
  19. Divergence Problem

    Hi Guys. I'm trying to create a kind of 'expanding foam' effect (like an Elephant's Toothpaste chemical reaction). Expanding out of a teacup. But my FLIP fluid is hitting a weird shelf and not overflowing the edges of the cup properly (see below). My emitter is a sphere at the bottom of the cup. .hiplc file also attached. Any pointers hugely appreciated. Elephant_Foam_02.hiplc
  20. I am working on a shot where a very viscous fluid hits a character. Everything is working great on the sim and giving me look I need, but I was wondering if I could add a "stretch limit" to it somehow. Like "if it stretches by x amount, break it up into smaller pieces" without losing the viscosity much or getting it back after the breakup. I am not sure what attribute I could reference for that (if there is one). Help me odforce, you're my only hope.
  21. Grouping points in cached FLIP sim?

    I have a pre-simmed/cached FLIP sim. I would like to create a group of a section of the particles of the sim so I can mesh them separately and apply different shaders to them later. Re-simming is difficult and slightly impractical, so I would love to be able to do this with the cached points as-is(/are). I can create a group of points, but it looks like point numbers are not constant in FLIP sims, as the group changes over the course of the sim (frame to frame, actually). Is there a way to create a group that then remains constant and flows with the existing sim? Or even a way to create a new group of particles that is advected by the existing cached sim? (I'm pretty sure it's no longer a "volume" by then, so I'm guessing a straightforward advection by volume POP wouldn't work.) Or a way to do some sort of "sort" operation to compel points to retain point numbers, which I could then group? Or advecting another form to follow the sim, and I could then use that as a bounding volume to create my group? (Point deforms with FLIP sims as the deformer seem to get really messy really quickly.) Thanks for any help!
  22. FLIP VORTEX SIMULATION

    Hi, I'm doing a project for a short film; and I am trying to create a water vortex. I looked into a few resources creating custom vector sources etc but I realised that I am having trouble using my custom vector source to drive a (basic) FLIP simulation. Do you have any alternative ideas that I could explore? Cheers.
  23. Flyaway particles in viscous FLIP

    I'm running a FLIP sim that I would like to make fairly viscous (read: blood from a wound). If I crank the viscosity high (2500 - 5000) I can see some general slowdown, but the problem is I still get lots of little flyaway particles and after meshing the result still looks very particle-y. I've toyed with surface tension, but have found that it either makes no apparent difference or it just makes the sim explode. Any idea on how I can make my viscous fluid more "stringy"/viscous? The emitter is very small as the scene is fairly small--I actually had to scale up the imported alembics so that the character's head is about a meter high, as "real life" size was too tiny for me to get anything useful out of FLIP. I'm testing at a particle separation of 0.002, doing more detailed tests at 0.0005. Could it just be a matter of cranking those down to ridiculous sim times for it to look less like popcorn? (Unfortunately posting the file isn't do-able, any more info needed I'm happy to supply.) Boosting reseeding to oversampling 48/bandwidth 3 seems to help with the overall feel, but just delays the flyaways, doesn't eliminate them. Thanks for any help!
  24. Hi guys, I made this simple sim in Houdini and exported it to C4D to render with Octane V4 as alembic. The problem is that in the first frames, there are those weird polygons on the mesh, maybe normal problems? I didn't manage to fix it so I'm ask if anyone here had this problem before and knows a solution for it. I will attach the render and my hip filie below. Thanks in advance. RnD_Viscous.v0.hip lan_rnd_sorvete.mov Edit: I'm sorry admin I messed up with the replies.
  25. Need help with tear drop flip sim

    Hey guys. I'm pretty new into Houdini and I need to create a flip sim of a tear drop falling off an eye. I tried to play with Surface Tension but I didn't get any good results. Does anyone have an ideia on how can I make this sim? Thanks in advance
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