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Showing results for tags 'Flip'.
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cache How to cache a really heavy flip sim ?
AlbusNolente posted a topic in General Houdini Questions
Hello, I have a really heavy flip sim of a river (around 101 millions of particles), I'm working on my final project for my master's degree. At my uni I can use only during the night as much computers as I want, each of them with 64gb ram. Since it's not possible to use the renderfarm for caches,I obviously thought to use more computers and render on each of them a specific frame range (470 frames total). The problem is that everytime a computer will start to cache, Houdini will always start to calculate the sim from the frame 1 and it will take the same huge amount of time, so what's the point to use more computers? Am I wrong? What kind of procedure would you use? p.s. keep in mind I cannot leave the computer caching after the night. -
Hi All, The interaction between Crowd agents and FLIP simulation is one way : agents clearly influence the FLIP Simulation, but I have troubles to get the FLIP Sim move my ragdoll agents. I have already put the Feedback Scale to 1 under FLIPSOlver / Volume Motion tab / Solver. I have seen that particles interact with ragdoll agents, so I have created a POP object and added a POP Solver. The POP object is feed with the particles of the FLIP fluid at every simulation time. And I add a mass and pscale attributes to the particles. Now I have a better interaction between the ragdolls and the FLIP sim... but my agents now start to act as "spaghettis" under impacts of particles... I have tweaked the constraints (CFM, position CFM, position ERP etc.) but I can't enforce the position constraints and my ragdoll are really streched... Any ideas how to solve that ? Maybe a better way to make FLIP and crowd ragdolls better interact ? Any video / course / lesson / ressource where people have played with that a bit ? Thanks for your help crowdFLIPtest_v1.hip
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How can I make water that comes out of a hose quickly?
jimsunglady posted a topic in General Houdini Questions
I want to make water from the hose. Like a fire truck, very strong and fast. I tried to use a popslover, but it didn't look goodon the colision side and it didn't speed up properly when I tried to use flip Solver. I tried to bring the location and speed of the particle to flip Solver but it didn't work. What should I do? I'd appreciate it if you could help me. thank you-
- flip solver
- popsolver
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Hey folks - long time lurker joining the party with a tutorial showing a workflow for integrating the FLIP and pyro solvers, allowing for bidirectional interactions. I cover a few other tips and tricks along the way, so I hope you find it useful! Hip file attached (and linked through from the video). flippyro_diffusefx.hiplc
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Hello, I have noticed something interesting which I don't understand, but maybe somebody out there does. I created a Wave Tank shelf tool then a sphere and I hit the Deforming Object shelf on the sphere. Now I'm checking the OUT_INITIAL_VELOCITY node with PointsFromVolume and volumeTrail nodes. When I wire the collision geo into the collision input of the OceanSource node the velocity is become wierd as you can see, and it affects on the simulation in a bad way. It's just shelf tool! I didn't make any changes. I use 17.0. Is it normal or is it a bug or what is it? Is there anybody, who knows it?
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- ocean source
- velocity
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Hi everyone, it's as the title says. I'm trying to create a basic setup where I have 2 fluids interacting with one another in the same flip sim, then I'd like to separate these pop streams to mesh each separately. I've included my working file. Any help would be greatly appreciated! SeparatePOPStreams.hiplc
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Hello, I'm just experimenting with FLIP fluids for the first time and was wondering- is there any way to prevent the initial "glob" of liquid that emits on the first frame? Ideally I'd like the emission to start at nothing and then gradually build into a thicker stream. When I uncheck "Create Particles" in the FLIP Source node it removes the particles from the node, but has no effect on the sim.
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Hi, I am fairly new to flip sims in houdini, and I have been running into a problem using the flip part of the oceanFX setup. The problem occurs when I crank up the particle separation of the flip I seem to be getting more and more droplets that are shooting upwards at really high velocities. I have tried using both the blend and kill droplets functions on the solver, but that doesn't seem to solve the issue. here is the link to the flipbook preview: https://drive.google.com/open?id=1_Lk-7IcUmkVZRvBYf-HdE3AnlrcOqx8c cheers
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How to proceed with Flower interacting with Water droplets Effects ?
juvilian posted a topic in Effects
* Posted the same question in Houdini forum. But no reply until now. So reposting here I want to create an effect where a Flower is getting hit by drops of rain water. The water drops sticks on the flower and slowly drips down. I need to create the wet map. As well as, the flower should react (bend or disturbed) when the drops fall on it. I am fairly new to houdini. If someone can suggest me a path to achieve this effect, it will be very helpful for my R&D. Please suggest me a brief process from where i can start developing. I am hoping to learn a lot from this project. HERE are SOME REFERENCES -
Hello dear odforce users. I have a question regarding substepping with fast moving colliders. I have a catamaran speed boat which is driving in a straight line at roughly 60km/h. I added some procedural animation to the boat with the help of the ocean spectrum, that drives the wavetank, and CHOPs. Currently the simulation uses 6/8 Substeps on the FLIP Solver and the Solver has access to the sub-frame collision geometry. The problem I'm running into is that the trail left by the boats keels has visible stepping in position and velocity, which causes tendrils to shoot up in the boats wake. This doesn't look good together with motion blur. Should I increase substeps further to get rid of the stepping by brute force? Work out a whitewater setup to mask this behavior? Or is there anything else you can recommend in this case? I'm thankful for any suggestions. P.S. Unfortunatly I can't provide any scene files
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AFAIK the ONLY difference in the 2 attached simulations is that in the 'failed' one I have simply reduced my particle Separation from .05 to .025. In each case the resolution of my collision VDBs is directly tied to this resolution. WTF is happening? What should I try to fix this? I need the increased resolution. Pulling my hair out. Launchv11_025ps.mp4 Launchv8_05ps.mp4
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Hello fellow magicians, I'm trying to better understand gasequalizevolume DOP inside FLIP Fluids and so far I haven't found anything usefull outside of the Houdini documentation and example files. So I tried to create a simple example file to test it out. So far, I can't seem to create one of the necessary fields for gasequalizevolume to properly work, the goal field. I used a gasmatchfield DOP and imported a pre-created fog vdb with the name goal, and nothing happened. To debug I setup a multifieldvisualization DOP and set the density field to goal, but it doesn't display anything... If some one could have a look at the file and point what I'm doing wrong... Also, if you any information or tutorials on this subject I'd be very gratefull! Thank you Gas_Equalize_Volume_RnD.hip EDIT: The Gasequalizevolume was wired in the wrong input. It needs to be wired into the volume velocity. Still can't get the gasmatchfield to work though...
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Hi there, I'm having lot of headaches! I made an extended ocean flip simulation and, once I convert the particles into a mesh, I would like to bake the surface geometry displacement as texture. I tried to transfer velocities to Cd through VOP and use COPs for bake out the color map, but I wasn't able to do it. Basically I'd like to achieve the same result of Ocean Evaluate node in which I can export texture and choose the Cusp to be in alpha. Do you think is it possible to do that?
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- ocean
- displacement map
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So this has been mentioned in a few other threads but need some guidelines. My understanding is that FLIP has issues (unstable, flickering, collision, etc) for "small" scale simulations. By that I assume means anything under roughly a metre in largest dimension. What are some suggested starting points for scaling up your simulation for FLIP if its say, roughly a foot or so in diameter. 3X? 10 X? And what about speed to compensate. If you increase the scale 3X do you also need to speed it up 3x as well? There is also Spatial Scale on Solver and was wondering as a first step if i should try reducing to say .1 before I do anything else?
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With fast moving collision geometry and FLIP, what are some things to try to stop fluid from passing thru your geometry? Things I've tried - increasing substeps (using 8 currently) - reducing particle separation (I'm at .01 currently) What else should I try?
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Hello there! Newbie here, to odforce but also to fluids in Houdini! I have spent a couple of days learning how to set up fluid sims with shelf tools and manually. However, it is still unclear to me how to use custom velocity for fluids. Unfortunately a lot of tutorials are outdated and don't work for Houdini 17. I've been trying to follow Andreas Glad's tutorial on Paintsplats. He uses the normals of a distorted sphere as velocity for his fluid to get a nice omnidirectional explosion of paint. Is it possible to do that in Houdini 17? (It is most probably, but I have no idea where to integrate that velocity information into my Dop Network.) I hope someone can enlighten me on what to look for!
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Hey guys, im looking to step up my pyro/fluid understanding and study Computational Fluid Dynamics (CFD) since i already got an engineering background. My question, is CFD preferable to learn for computing simulations in houdini? Or maybe another branch of fluid calculations that i know not of? Thanks.
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Turning Fluid Sim to Sample into a Vert Colour
Richard_st posted a topic in General Houdini Questions
Hi, I'm trying to replicate the vomit tool being talked about in this GDC talk: I'm getting pretty confused by pretty much every step after simming the fluid. Im hoping someone can help me or point me in the right direction to learn about how I would: Convert the fluid into an SDF Write a script that will have every vertex in a grid sample the SDF Use that value to return a colour value Render out the resulting blob each frame aggregate all those frames into one texture that I can step through in engine If anyone can help me with any information to get through those steps I would be hella thankful! -
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
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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 (willing to relocate worldwide). you can checkout my vimeo for my work and contact me on LinkedIn. Available for freelance/full-time Houdini FX work and Houdini pipeline development. Thanks, Mahesh MS. vimeo: https://vimeo.com/maxcolor/ LinkedIn: https://www.linkedin.com/in/maxcolor/ email: msmahesh@live.com
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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
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- simulation
- collision
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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.
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- whitewater
- water
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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)
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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.