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Found 628 results

  1. Hi all, new to the forums and new to Houdini although I have a long history in Maya, I have never really gotten much into simulation until now. I've been messing around with the shelf beach tank to make a simulation of waves for a project I'm working on, but I'm a bit stuck on the caching phase. Currently I have a file cache for my fluidcompress and then one for after my particlefluidsurface that then goes to render. Everything seemed to be okay, but I wasn't really able to scrub the timeline without long cook times seeming to come from the Import DOP I/O node. Rendering with Renderman also would get stuck on generating scene. I saw that you can save to disk right in the DOP I/O, but I'm going with a final particle separation of about 0.07, ending up in 6 hour cache times and 100+ GB for 150 frames. I'm guessing this is normal? My machine is 32 GB RAM with a Ryzen 7 2700X CPU. Just don't want to waste time and space on something that was not the best solution. I am left wondering if instead of the DOP I/O node I should be using a filecache after the delete_boundary_layer node, since that node seems to get rid of a lot of unneeded particles? Or maybe I am supposed to be caching in the beachtank_initial geo after the wavetank? Before the OUT null? I was under the impression that once I've cached the compression node that Houdini would have all the information it needs to render the surface that comes after and wouldn't need to "cook OP" the import_fields from the DOP I/O. TL;DR Just caching compressed and particlefluidsurface I'm getting long cook times when going to new frames, so where else should I be caching before that to speed things up? I've attached a screen of my node tree to show what I mean. Thanks in advance, really trying to wrap my head around the best practices and make sure I am not missing a step somewhere.
  2. Stormborn Studios First Reel

    Hi guys, Happy to share this with you! Let me know what you think! Cheers, Manu
  3. Hello guys, I am learning Houdini and I am currently working on my personal project where I want to combine RBD fracture and Flip simulation. I have found this video which represents exactly what I want to recreate - https://youtu.be/8XgSvg1Fylk I want to have an interaction between the fractured pieces with constraints and fluid simulation. I did manage to achieve of similar result with RBD solver but unfortunately, I have found out that RBD solver does not support glue constraints. I did try to use also the bullet solver but that didn't quite work. Could someone help me how to achieve of similar result like in the mentioned video? I would really appreciate any advice. Thank you.
  4. Hi guys, had a quick question regarding FLIP + RBD + CONSTRAINTS. i am trying to build a beach scene using FLIP. what i ultimately want is to have a small fishing boat, tied to the beach by a rope. so the fishing boat itself is affected by the sea waves, but is "constraint" by the rope (so it does not just float away). so far, i manged to get WATER simulated by FLIP + fishing boat as RBD object (volume collision) which is affected by the waves. i am bit lost on the ROPE part. initially thought of setting it up using HARD CONSTRAINT, but so far, can only set that up using BULLET SOLVER with packed primitives. could [WIRE SOLVER] interact with FLIP + RBD and constrain the boat? any idea or suggestion is much appreciated.
  5. Volumetric Temporal Deflicker 2.1 to Houdini 12.1 to 18.x Deflicker VDB/Fluids by analyzing areas of voxels, creating temporal volume gradients and use this info to interpolate those areas based on temporal volume falloff. It is very good at deflicker slow-motion fluids. Very easy 1 node solution to your flickering fluids or VDBs/volumes in general. Available on Orbolt (normal and studio versions) at https://www.orbolt.com/asset/RodTD::Rod_vdb_averaging Available on Gumroad at https://gum.co/deflicker Rod Tebisx | Senior Creature FX Technical Director at Framestore London Overview:
  6. Hi. I encountered a problem while studying Flip. how can I handle a flip out of the flip tank? I'm making an extorted ocean through a flip flat tank, but as I keep expanding the bounding box because of the flips that go over the bounding box, there are too many unnecessary flips. Should I just erase the flips that go over the bounding box? I am curious about the general way of working. thank you.
  7. I was just wondering why it is so hard to get help om the topic of larger scale FLIP simulations, like oceans and similar... In the span of a few weeks I opened a few threads here and in the official houdini community forum and I have gotten zero replies. It would be helpful to know if this is some kind of a taboo topic in general.
  8. 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
  9. Houdini Nebula RnD

    Hello everyone! I would like to show you my new Houdini Nebula video ☄✨ It is based on a FLIP sim driven by noises and then color-corrected in Nuke and AE. I originally wanted to approach Teun van der Zalm's nebulae looks and I'm quite happy with the result ! Feel free to give me your opinion, thanks for watching ! I also did this video some times ago, again a Houdini Nebula RnD video but another technique was used : the nebula was slice-rendered and colored exclusively in After Effects :
  10. FLIP tank shape other than cube?

    Hi every one. Is there a way to get any other shape of flip tank? I can just simulate it in the tube and give it a time to settle, but it would be easier if there is an option to make tank cylindrical. Thanks. Tom
  11. Select collision particles

    Hi, I have a geo diving in flip Problem: I like the ripples at the beginning, but I want to slow down the ripples that get too high Question: how can i select only the particles that collided with the geo? I want to add the particles that collided with the geo to the group and limit their speed or maybe add a drag force to the selected group. Is this approach correct or is there any other way to keep the low ripples and slow down the fast ones? Thanks IMG_6198.MP4 Also online preview https://yadi.sk/i/yxXCQ8Yghz11Jg
  12. I posted about this on the sidefx.com forums and got no response. This is about a feature that SESI has shown and discussed in the Houdini 17 Launch Presentation video. I'll link to the original post and copy it below. https://www.sidefx.com/forum/topic/61375/ "In the Houdini 17 Launch Presentation video https://vimeo.com/293116223 [vimeo.com] at around 1:20:00, Scott Keating briefly shows and mentions using the whitewater solver for spray and foam with only a deformed ocean surface (no underlying FLIP sim needed). I can't seem to find anything on how to actually do this in Houdini 17. The whitewater nodes and shelf tool still expect a FLIP sim. Can anyone point to what I am missing?" Anyone know how to do this? Or at least can confirm that this feature is missing? It'd be great to know either way. Thanks!
  13. Hi everyone!!! Started to study houdini. I have separate elements with velocity setup as I want, but couldn't find a way to add any one of them to drive flip fluid. How can I add a velocity of the mesh or curve or the volume to the flip fluid? Or maybe someone can share a tutorial about how it works? In the end trying to create a chocolate swirl or vortex. Thanks.
  14. Hi, I was just wondering if the following behaviour is normal or rather it should be seen as something concerning. Simulation is rather coarse, particle separation at 0.3 but the tank itself is pretty large. Thank you.
  15. Jet Exhaust and flip sim interaction

    i was working on a project. i need some tips for interacting flip sim with jet exhaust like this in the video timestamp 14 sec any suggestion how to achieve that?
  16. Flat tank water line warping/sinking

    I am noticing a strange effect of 'sinking', or warping of the water line level of the flat tank around the back portion of my collision geometry. It's like a big invisible blob is pressing on the liquid surface. I have attached two cross sections taken from the back and the front of collision geometry. In the attached cross sections a discrepancy can be observed between the front and back relative water line level of generated flip sim. The red line represents the 0 elevation of the water line. The collision geometry is generated from a ~100m vessel. Has anyone encountered something like this before?
  17. Hi guys, I'm wonder how to active volume vel with just some emitter or just on some volume source. Example; I have a water in the glass. I want to swirl the water, So I create vel field for that and use to volume vel by copy in operation mode(have image). So now my water in the glass is swiling. And then, I want to put some red juice to the glass while water is swirling. The red juice will be go downward and swirl follow the water. The problem is!!! ... When I emit my red juice to the glass, the volume vel have effect and active to my red juice too. that wrong, I don't want that . So how can I active volume vel just only with flip souce1(Or water in my example) and not active on the flip source2(or red juice on my example)? Thanks for every reply.
  18. Flip Fluids deforming collision objects

    So I am quite new to Houdini, I have a fairly simple setup where I am simulating the behavior of a viscous material where viscosity is increasing exponentially with age and multiplier. So by frame 120 particles stop moving. I am emitting in a line in a loop back and forth so slowly the particles start creating a layered wall. However I have encountered 3 very intriguing problems which for the world in me I cannot seam to figure out: 1 - When meshing the particle data the particles that are close get meshed (obviously) and I don't really see the layering that I need to. Tried creating a very highrez model but didn't really work. (Is there a way to use the viscosity or age variable to stop particles from meshing together and keep the layering intact?) Currently using VDB from Poligons then converting it. 2 - Despite a very high Viscosity, the particles move somewhat when new layer of particle is added on top. Is there anything like Pop-State (as in previous releases) where I can freeze the particles with attributes? currently using (if viscosity>100000 {v = 0,0,0) to set velocity to 0 once viscosity is high enough. 3 - If I wanted to use a deformable (cloth/plastic/elastic) object to fill the flip fluid into how can I go about this? I hope some of you brilliant houdini artists have some advice or tips on how to go about solving these problems. Houdini file attached. SimCon1.hip
  19. Flat tank behaviour / FLIP sourcing

    Hello, Would anybody have an idea about why the following seems to be happening around the boundary region of my flat tank / FLIP sim? This is a moving tank, with animated size and center. These are the imgs:
  20. What is the best workflow for adding particles / liquids to a flat tank simulation setup. Think of barrel that is spilled or a hose that is pumping new liquid into a flat tank simulation. I somehow figured out how to add some volume velocity into my tank but can't quite understand how to create or spawn new particles into it. Being a beginner I would appreciate a thorough explanation. Thank you.
  21. Control forces by conditions

    Hey I had this come up a few times today and I was wondering what was the best way to tackle it. I am doing a melting sim of an object thats floating in space. I am using temperature to heat the FLIP and start the melting process. if use gravity then the whole thing starts moving from the start and not just the heated parts. I was thinking if I could just apply the forces based on temperature then that would would be ideal. I tried something like this in the pop wrange but its giving me erratic results. float hot = @temperature; if (hot>1) {@v *= 3;}; Also whats the equivalent of the the geometry spreadsheet in dops, if I wanted to see the values of the temperature or any attribute. I can visualize as color but would be nice to get some numbers. Cheers!
  22. Hi everyone, I have been looking to create slow-motion flip sim using a narrow band tank and dropping an RBD object into it. I have seen older advice like this from Atom about adjusting the Time Scale inside the Flip solver: https://vimeo.com/121376943 But when I followed the instructions it doesnt seem to work - as its many versions old from the current H18 there could be a lot of reasons for this. Does anyone have any up to date information of how to achieve this? Currently I am going round in circles adjusting the Velocity Scale and Time Scale in a never ending fight to get it to slow down correctly but also maintain the splash velocity. I cant seem to get the flip sim to match the Time Scale of my RBD at all, the flip is always moving way too fast. Any help would be great!
  23. Problemn using Point Deform

    Hello everyone ! I would like to deform a geometry by a fluid simulation using a point deformer. To do so, i plug my geometry and my simulation into my point deform and i use a Timeshift set up on the starting frame as the Rest PointLatice. But instead of following the simulation, it looks like the geometry tries to reach the world center, creating what looks like an unholy abomination. Any help or tip would be deeply appreciated Thanks in advance
  24. Hello Houdini pros! I'm using the FLIP Solver's Reseeding feature, but it doesn't seem to be applying enough reseeding in the areas that count. It is reseeding the entire FLIP tank, where I'm really only needing the detail in the splash. Current train of thought: Create group of particles that are above the waterline (my current method isn't great, as it groups all points above P.y 0.01) Apply reseeding only to that group. Have had a search around online and have found one person talking about this, but not how to impliment it. Any help is greatly appreciated! Reseed_Above_Waterline.hipnc
  25. Hello! How to Increase Particle Separation for Spray - Setup whitewater solver?