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Found 628 results

  1. FLIP smorganic/sheeter effect?

    Hi, Is there a way to achieve this effect in H? https://vimeo.com/12992186 http://www.fusioncis.com/pr_smorganic.html
  2. Hey guys, I am current working on a water explosion effect/large splash, below is a video of where it is currently at: https://vimeo.com/69691104 I pretty happy with the way it is looking at the moment, but as you can see it is hitting the edge of the container. Instead of re-sizing the container what I am wanting to do is kill/reduce the velocities as they get closer to the edge of the container and I want it to fade down over a specific area. I can kill off the velocities in a certain area using a pump object which multiplies the velocities it interacts with by 0 therefore resulting in a velocity of 0. However this happens very abruptly (as soon as it hits the edge of the pump object). So what I'm wondering is, is there any way to add a falloff to a pump object or drag force's effective areas? Thanks
  3. riverboat WIP

    Hello guys Here is the riverboat animation progress that started a month ago with fun about a boat pbr mk2 rather like vietnam river with helicopters and effects, stay tunned for the final spot and enjoy the progress! flipbook: https://vimeo.com/68861290 Boat render: greetings Carlos www.carlosparmentier.com
  4. Hi guy, I am currently creating an explosion effect underneath water using FLIP fluids. So there would be lots of water thrown up in the air very quickly, however I am encountering an issue. There seems to be some sort of clipping going on within the fluid container. I have attached a couple of images so you can see what I mean, it also seems to be worse the lower I have the separation set. Does anyone have any idea what could be causing this and how to stop it from happening? Thanks in advance
  5. FLIP with "Air Field"

    Hi all! Accidentally found interesting RnD test of "air field" usage in FLIP. Here is the link: Basic idea is clear: Simulation consists from 2 FLIPs with diferent density. But how technically it can be perfomed? Any ideas? Ps Sorry for my bad english.
  6. Waterfall

    Hello everyone, I'm glad to present my last work which I've done for 3 months. Hope you will like it https://vimeo.com/68236946
  7. Hello guys! This is a FX breakdown for a school project. The goal of the project was to create a World War 1 scene. The total length for the shot is 35 seconds. It is worth to mention that this is mine and Davids "Skybar" second project using Houdini. We wanted to learn the Maya-> Houdini pipeline and we used alembic to achieve our results. Houdini was used for all simulations. The artilley hit and a great part of the explosion shading was made by David. I was responssible for the tank explosion, tank shot and the tank's exhaustion pipe smoke. We had one month to learn, create and render all the simulations as well as doing some rotoscoping and modelling. We were able to do all of this with your help, with this fantastic forum with lots of information and knowledge. Expect an update with higher smoke resolution and less flickering on the glow from the tank explosion. I hope you enjoy it and have have a good one! /Hudson & David
  8. flip fluid surface tension

    I've been playing with flip fluid for a bit now and the one thing I can't seem to figure out is how to enable surface tension in the simulation. Adjusting the surface tension of a liquid is something I do pretty often or have the need to change (when I'm working in naiad or realflow). In houdini I thought it would be an easy setting to find, either set on the flip object or set on the solver but I doesn't seem to exist? Has anyone ever been able to simulate surface tension with flip?
  9. cmiVFX Releases New Houdini Frictional Viscosities In Motion High Definition Training Videos for the Visual Effects Industry Princeton, NJ (May 24th, 2013)‚ cmiVFX has released Visco-Elastic Fluids in Houdini. This video is based around the theme of Learn, Test & Create. Firstly we'll be covering basic ways of producing a Jiggly / Squishy effect without heavy techniques. We'll also be learning about adding Microsolvers into Houdini's solvers and using a ready made group of microsolvers wrapped in a digital asset. Next we'll cover a workflow for Testing the different parameters of a simulation. As sometimes there are many different values you'd want to try, we'll set up a simulation and run it many times with certain values changed - then bring them all side-by-side for comparison. Finally we will Create an exploding egg with elasticity, setting up egg white and egg yolk in a cool slow motion scene. As a bonus chapter, we will create an "Exploder" digital asset and import forces for use in Fluids / Pyro / RBD. This video also looks at some brand new Houdini 12.5 features such as Open VDB tools and the Point Wrangle node. VIMEO TEASER https://vimeo.com/66951165 Short Description This video covers going deeper into Houdini's Solvers and DOP context. Using microsolvers and digital assets we'll add Visco-Elastic functionality that isn't in the FLIP solver by default. We'll follow a path of Learn, Test and Create which could be applied to any new techniques and effects you might try in Houdini. NOTICE TO VIEWERS: (A basic understanding of SideFX Houdini functionality and use is recommended before viewing this lesson.) Here at cmiVFX we maintain a current training library for the latest versions of popular software titles. When it comes to high end CG and VFX training, there is only once choice... cmiVFX! |||||||||||||||||||||| Houdini Frictional Viscosities In Motion |||||||||||||||||||||| http://cmivfx.com/st...nal Viscosities Chapter Descriptions Jiggle And Squish To start off we'll be looking at some methods of achieving some jiggle and squishy motion without using flip fluids. The aim is to see if we can get a good result with lower level tools instead of diving straight into a higher technique. This could save a lot of valuable time developing a shot. Microsolvers Intro This chapter is about getting a better understanding of how microsolvers work within a solver. We'll perform some R&D to recreate how non-newtonian fluids act in real life, adding extra functionality to the base FLIP solver. Elasticity Intro We will be using an asset that uses some microsolvers to add Visco-Elastic properties to the FLIP solver. Much like if handed the asset in a production environment, we will learn how its created and cover the basics of how to use it. Tests Create Now we know how microsolvers and the elasticity asset work, lets create some tests to see the effect different parameters have. To start with we will set up a zombie head to melt into gloop. Tests Wedge In this chapter we will look into how we can efficiently run a simulation any number of times, changing values in each version. We'll set up 5 variations of the same simulation using Takes and the Wedge Rop, and cover how to use either random or precise values for each. Tests Mesh With our simulation variations cached to disk, we can use the wedge ROP again to mesh each one. We will also look at some new features in Houdini 12.5 such as Open VDB and Point Wrangle. Tests Display As a small final chapter for this section, we will lay out our different tests side by side so we can directly compare the differences in each one. This will really emphasize differences and allow for direct comparisons. Egg Setup So finally lets create! This chapter we'll get our simulation up and running. We'll create an egg that has different color, viscosity and refraction for the egg white and yolk. Egg Elastic In this chapter we will create a flexible system that will give us impulse / explosion velocities. Alongside this we can add on the elasticity asset and get our egg looking cool! Egg Finish Finally we'll cover some finishing touches. I'll look at the final simulation and mesh settings i used, as well as looking into notes points for rendering. We'll use the new Open VDB tools to create the egg yolk interior and add our custom refraction parameter into a shader. BONUS! Exploder Asset As a bonus chapter, we'll look into turning the system we made in chapter 09 into a digital asset. We'll then use this asset to affect Pyro / Fluid simulations and RBD's! About the Instructor Craig Tonks is a young VFX Artist out to create beautiful and exciting images. With an MA in Digital Effects and a growing number of VFX jobs under his belt the future is bright and fun! His passion for playing in Houdini whilst combining both artistic and technical methods makes for fun and explorative videos. Always on the lookout for work, friends and feedback you can contact him at: craig@mrtonks.co.uk Additional Credit Special Thanks to John Lynch for his research and hard work that resulted in this excellent visco-elastic flip OTL asset. (included in project files) Project Contents All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you! This video is available today at the cmiVFX Store: http://store.cmivfx.com/ About cmiVFX cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player.For additional information about cmiVFX, visit http://www.cmivfx.com or email eric@cmivfx.com © 2013 cmiVFX | cmiStudios | cmiUniverse. All rights reserved.
  10. Liquid creature

    Hi all, I've been reading the forum for a while trying to absorb all the knowledge spilled in each topic. I'd like to ask you my first question. What i need is to create a liquid creature that behaves as a regular solid but upon collisions behaves like a liquid, i.e. splashing and breaking. Sadly I didnt find anything that solves the problem but please feel free to direct me to any interesting topic related to my question. Thanks in advance guys.
  11. OceanFx continous wave motion

    hey all, I use the shelf tool to create a wave tank (houdini 12.5) and I notice that the wave motion velocity is only acting at the first frame. What can I do if I would like to keep this velocity affecting the flip fluid until a desire frame? I saw a vel volume under the initial watertank geo and thought it could be use with a field force in dop, but when I try to use a sop vector field, it tell me that it's not a volume? Any better idea, I'm still new to houdini so maybe there is others ways that could be more effective. Thanks Doum
  12. Houdini vs Naiad

    Hi,yes another of those threads:) Im new in Houdini,atracted by Flip solver,wonder if im doing things wrong I feel Houdini slower than Naiad,not to mention its consume far more memory. Even the display of particles its slower in Houdini. I know Houdini its a big 3d app and Naiad its focused on just one thing. But again seeing examples from the mighty Igor i see he keep using naiad and just translate the sim to Houdini for shading etc. Wonder if you guys have the same experience or if im just doing things wrong,i even switch the particles from spheres to points,thats speed up things,but not to the level of Naiad.
  13. Flip question~

    Hi guys; i have been seen a demo ,it is very nice~but i dont know how to do it ~~ so i hope eveyone can give me some ideas~ thank u~ attach pic:
  14. Tidal Wave

    Hi I want to do a Tidal wave braking. It has to be a large wave with a LOT of foam and with a deadly curl. I made this rig so far for the surface with cloth. https://vimeo.com/62003308 Do you think it is better to put this surface animation inside an Ocean Tank 12.5 or it is better to do the traditional way of emitting flip fluids towards this surface and work on foam with velocity dependant?
  15. Melting Pagoda

    Hi there. I did a mini-project to practice variable viscosity FLIP fluids. I would like to revisit a couple of shots, but until I´m able to use the render farm at work, all my farm is my laptop. PBR in Mantra might not be the fastest thing ever, but the quality certainly is there. Also...I didn´t know 12.5 was about to get released! I would have saved some (preciousss) sim time! https://vimeo.com/61843919
  16. Hey guys, I'm trying to do a simple fill. I have nothing fancy, just a very simple scene of a box(emitter) emitting fluid inside another box (container). All geometry is closed and very simple. The container fills up and the fluids collides like I would expect, but as soon as the fluid reaches a fill line that is level to the emitter (in Y axis) the fill line stays the same. I was expecting the liquid would keep emitting and fill up the entire container until there is no more space left inside.. but it just emits up to the same level as the source, and will not rise any higher. I tried setting up the simulation and sources using my own setup I'm used to in dops, and then tried it using just the shelf tools for safe measure but the problem is still the same. Has anyone ever experienced this before?
  17. I am working on a scene where FLIP is poured onto a character. I am wondering why the FLIP particles are doing a couple of things: *Why the particles are exploding so much in all directions on first contact with the collision geometry? I was told that it may be the little details on the character geometry like the mustache, those pinches between the arms and shoulder, etc. that could be the problem. *Why the FLIP particles unnaturally wrap around the character geo as it is moving forward. It’s almost as if the FLIP fluids try to meet again after being separated. Example Vids.zip
  18. Hey folks, Does anybody know how to use the "Goal Divergence" and the "Pressure" in the "Gas Project Non Divergent"? Whenever I try to inject a field the particles go crazy. Would be nice to get something like a explanation or example file. Thanks
  19. FLIP auto resize tool

    Hey guys, I received few requests to share my tool. I guess it may be interesting to someone else. This project is just a simple test which I did in a few hours, so it still needs some tweaking. Anyway, I hope it'll be useful to someone. cheers FLIP_auto_resize_03.hip
  20. Hey everyone, i have an issue that i need a quick fix for, i have a flip simulation (water fountain) which i need it to change colour as it collides. For instance starts white and when it collides the collided fluids turn red???
  21. This is proof of concept for simulating water inside of air field. The only difference in simulations is the presence of that air field. Done with standard Houdini flip tools. Inspired by ILM's Siggrpah talk on "Battleship". See the huge difference and much more realistic behavior. Watch it here: https://vimeo.com/57182252
  22. Hi everyone, I'm looking to build a simple glass fill animation but I've stumbled onto a problem before I could even begin the animation. I'm using a flip fluid that has some initial data from a SOP object. I've also made a glass that I want the flip fluid to collide with. I had some problems generating a valid SDF for the collision, but I have seemed to solve that by adjusting the offset on the isooffset node. If I feed the generated collision SDF to the flip solver, the particles start to behave in a weird way. They seem to remove themselves from the sim when they touch the glass. I've added an image demonstrating the problem in 3 frames and is also showing the collision geometry. Can anyone point me to the reason why the particles are disappearing? Thanks Glass.hipnc
  23. More detail to small scale FLIP

    I've been learning some FLIP fluids from a small tutorial from 3D Artist. Due to the sake of time and speed, I deviated from the lesson by lowering the scale of the geometry from 1 to .4, so as a result there are changes in detail. I attached two links, one of a Flipbook of my scene and the other is a video of the tutorial FLIP example. Are there any ways to add more detail to FLIP fluids on a smaller scale, like a sort of upres for it? What kind of attributes could I use to create those nice tendrils, less-rounded shapes, and breakup like in the tutorial example? My scene: Tutorial Scene: http://www.youtube.com/watch?v=qCLWFRwf7ak
  24. Hey guys, I'm just running a little fluid test and I have noticed that a rhombus shaped 'particle' gets created a few frames in to the sim and moves along a curve in the x-axis. It' isn't a flip particle/point because when I look at the particles in my sim it isn't there but after I append the particle fluid surface it appears. This isn't the first time I have bumped in to this rogue little element so i'm wondering if I am just being a buffoon and forgot to turn something off. Anyone know what the hell this thing is? Cheers errorFlip.avi
  25. Nutlet 2012 VFX Reel

    HI, I post My latest on Viemo: https://vimeo.com/53734966 I am looking for a position as FX Artist or Jr.FX TD. Here is My Web www.nutletvfx.com And my Mail: vfxinnut@gmail.com The last shot was made in 2011 by using maya fluid for tornado simulation. And others is made by using houdini and mantra. The First two shots are FLIP fliud simulation. The third, ocean rock and splash, is POP EFX. The shot "helicopter rocket and explosion" is made by using my Smoke tool. There is none fluid sim in this shot. And the idea of this tool is to render metaball as volume with pyroclastic texture. Hope you like my reel. Thanks for watching!!
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