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Found 461 results

  1. Ghost in the Shell liquid FX

    Hi everyone! I'm working on a project simulating similar liquid effect like the open sequence in Ghost in the Shell. I wonder if there is any tip to achieve something like that. Is it as straightforward as animating the collision geometry with a little bit viscosity? It doesn't seem to be that easy since I need a very thin layer to cover the geometry. Any tip or thought are welcome!
  2. Looping FLIP Fluid Sim

    Hi, I'm trying to loop a FLIP fluid simulation, it's a simple water container with various floating objects interacting with the water. I need to loop the sim and didn't have any luck with the "Make Loop" node from the Games shelf. Anyone know how to get this to work with a fluid sim? Thanks!
  3. Large scale beach probleme

    Hi, I'm working on a shot with a beach about 500m long, we can see the wave along the beach, I'm not sur if I should simulate the water. It's too big this scene. Anyone knows or have any ideas about it? How I can get this effect? Sorry for my poor english. Thanks
  4. Retime Fluid Mesh

    Hey wizards, So I'm pretty stoked on the new retime sop but I'm having trouble getting it to work on meshes. In the attached image, flipSim_cache is 90frames and in the retime sop I'm trying to extend the length to 175frames. Problem is, I'm able to slow the animation down but it always end at frame 90 without finishing the original animation. If I turn the interpolation on, my mesh is all messed up. Any pointers would be very much appreciated. Thanks!
  5. Fx

    Hi guys Can any one suggest me how to simulate force water comming out of a hose pipe And the pipe is having crazy animation Thanks in advance
  6. Fill object with liquid all the way

    Hey pros, This sounds very basic but somehow i have lost too much time trying to achieve it. I have a character that is empty on the inside and i am trying to fill it up with fluid all the way. I have a sphere emitting particles and the liquid seems to be reacting correctly to the surface but as it pours it doesnt seem to go above a certain level. I have read about using divergence but everything i find online seems to use deprecated/now hiden nodes. I have tried enabling the “divergence” by attribute and add a pop wrangle with the divergence value but no success. I feel not so smart atm... could someone please post a hip for me? I cant seem to get it right.
  7. Hi everyone, Can anyone figure out how to do this stuff? I have tried many different ways but cant get it achieve the similar result. Down below are my approach, didnt really get colliding and sort of stacking effect.
  8. I am doing a very difficult job.a wave.My particles are already very cool and rhythmic, but the mist can't always be the same. My mist sim is always straight, a lot of thorns, I don't know if anyone can help me. thanks
  9. Hi Guys! So i'm trying to do this simple flip sim where i have an emitter inside a teacup and i just want to fill up the cup. It's is definitely water tight, the only particles leaving the cup are over the top, but as you can see from my flipbook the particles just start multiplying on their own when they land in the saucer, which is causing them to go everywhere. It is worth mentioning as well that the particles are only set to emit between frames 0 - 24 so i'm not sure why they're multiplying. Any suggestions as to how to stop this would be really appreciated! Password: hc
  10. Avoid FLIP sourcing

    Hi there, just a little question which is hopefully easy to answer. So I got the scenario where My ocean waves are quite high which means the ocean tank would source above the ships geometry. So pretty much avoidable when using the geo/mask input of the tank. Unfortunately the result isn't quite perfect. The wavetank hows a clean result but in simming stage the sourcing again occurs on the deck of the ship. I have to adjust the collision geo of the ship as well to go beyond the sourcing layer. But in this case no fluid can enter the deck. Not the compromise I`m looking for. Ay tipp? Thanks!
  11. Liquid Titanium

    Hey guys Any idea how one would approach an effect like this? flip sim with high viscosity and directional force? I would love to do a similar effect with more compliacated geo. Thanks!
  12. Hi, Would like to know how this effect was being done, please throw some ideas or simple set up. this is the link: test_wave.hipnc
  13. Hi, I have a question about copying velocity's to a flip simulation. I want to create a specific shape in the motion of the fluid. The only way I can get close to that at the moment is to source(copy) a generated velocity into the flip sim. That's because when I add the velocity, it overshoots too fast and I can't get that specific shape out of it. The only thing with copying the velocity, is that it copy's the velocities with a value of 0 as well, so the flip is completely at rest. I was thinking that this could be fixed with a mask field, but it doesn't seems to work as I expected. Is there anybody out there who can tell me what i'm doing wrong? Or other suggestions to get that result would be welcome as well! Actually, any help/advice would be appreciated! pumpVelToFlip.hip
  14. Hi guys, I was about to make an effect of two ocean wave collide and combine together. But I have no idea where to begin. Someone who is interested in or have some idea please help me, give me some suggestion. Thanks a lot.
  15. Hello everybody! I am glad to present you my latest tutorial “Liquid pixels simulation. Houdini tutorial”.
  16. Hi, Can anyone please explain me what is the difference between source fluid and source flip. I found this option in fluid source's container settings and I cannot understand the difference between them. Please Help.
  17. Hello Guys. I have a problem with meshing FLIP when flattening for ocean displacement. There's visible popping by one frame in refraction when geometry is coming out of water. Here's preview: And here's what's going on with mesh on one frame and next one: Anyone have any idea how to fix that problem? I've tried many solutions but without success. - Narrow Band is turned off - I tried subtracting collision geo from mesh but it doesn't work - Without flattening there's no problem because of the boundry, water has thickness and it's meshed together with space around collision object. If anyone have a workflow for meshing that kind of ascending, I would be very grateful for any sugestions. And if that will help, I'm sharing .hip file without cache files. flip_ocean_rnd_v004.hiplc
  18. Hi, I am currently creating a simulation with flip fluids that are affected by a vortex force. I need the velocity/lift attributes to be animated independently throughout the simulation, though no matter how I set the settings for either the sop geometry, or vortex force operator, the values will not change throughout the simulation. What is the proper method for animating these attributes for use in dops? Thank you,
  19. Hi guys! I would like to share here my latest personal project. Everything done in Houdini and Mantra Hope you like it. Youtube Version: Shark_Youtube.mp4
  20. Flip PopCollisionIgnore?

    I am messing around with some FLIP collision effects and have found the popcollisionignore node doesn't work with FLIP sims. I'm confused on why exactly it doesn't considering its operating on the geometry, is this a problem/setting with the FLIP solver itself? It obviously works very easily with a regular pop sim but no dice otherwise. My plan here is to shoot the particles into an object, once the particles are inside the object it switches to collide with the object, and the particles are stuck to swirl inside of it. This would all work fine with a sop solver and some group nodes if the popcollisionignore worked as intended, can someone maybe point me in the right direction? Thanks! flip_collision_ignore.hipnc
  21. HEllo, This is my first question here. I've searching in the forum without success. I have some water wich follow a spline. I do this with Flip fluid and a popCurveForce. Now, this water is supposed to have some very visible Molecules inside . 2 or 3 types of molecules. I have try by scaterring point inside the fluid surface and then using CopyStamp. But the molecules ( pink Pigs here in the second screen capture ) are not flowing nicely with water . They just appear randomly inside water, to bad .. Idea #1 , i need to select some Flip fluid particle when they born to link and constrain a new pig on it. Idea #2 , i need to create another particle system with pigs, wich use the flip fluid sim of the water as velocity maybe ? Can you help me ?
  22. Hello! So I just started dabbling in FLIP and have a little river scene everything looks decent except for the whitewater. It takes forever to cache but I have the rasterized particles cached out and the standard particles will be finished caching later this evening. I've played with the spray shader but it looks kind of weird when applied to the rasterized particles, especially with the noise parameter that's [on] by default. I also read a few posts that suggested trying a billowy smoke shader instead. That made it look much better but still not correct so I figured I needed the regular particles cached in addition to the rasterized ones. If that's so they're caching now, but when they're finished what do I do with them? Last time I had whitewater particles cached they just rendered as spheres because of the pscale, am I supposed to mesh them like the FLIP and then layer them? I can post some screenshots once my cache has finished.
  23. Hello I'm trying to create a quasi-ribbon type spine setup with sops. I've got two Null controllers that drive position and orientation using quaternions. The orientation is derived using vectors from points in the null controllers. I then used a mix in a vop to blend the orientations to get almost good twisting in the spine. The problem arises when I rotate past a certain amount the orientation flips. I think it's a quaternion thing, Maya does this all the time. Is there a better way to create this kind of setup with no flippen flipping? In the hip you'll see that I'm animating only the top controls Y rotation and when goes just passed 236 it flips. Any help would be super appreciated. Kev dynamic_spine_03.hipnc spineFlip.mp4
  24. Hey magicians, I'm getting crazy here. I have a FLIP setup wich I did a compress cache, when I jump into white water it works fine. I send the setup to my client, he run the sim for compress cache, but for white water he is getting only in the waterfall and not the river. I think it has to be with some groups. Here's an image to illustrate the issue When I go to "White wate source > Out" the ww shows ok for both mine and client, but in white water import I get this, any tips to fix this? I can't make him run the sim again since we are almost in the deadline. Thanks
  25. Bending control

    A few months ago I was watching “Avatar, the last air bender” for like 5ft time and wanted to create some bending control, I'm still working on the water bending, so here's a WIP from this weekedn. Right now there's only to WIP, but will keep on with this until I master the 4 elements! https://vimeo.com/286783260 [vimeo.com] https://vimeo.com/272510944 [vimeo.com]
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