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Found 186 results

  1. Flip fluid disappearing... HALP

    Hey all! I'm having an issue where my flip sim is there one frame and then the particles are gone the next frame... I can't seem to find a cause. Hoping you all can. I'll post the hip shortly.
  2. NEW TUTORIAL: Alembic Vector Motion Blur Tutorial- A Houdini, Maya, Arnold and Fusion or Nuke Workflow Thanks for watching and Sharing! If you have any suggestion, please come them in! Thanks
  3. Fluid Surface Popping Errors

    Hello, I'm having problems with the fluid mesh. It pops as if particles were disapearing... but they are not. I'm doing a simple 2 emitters splash and I have animated the sim time scale to create a nice slow motion effect. I've solved the problems in the sim and the particles apear nice. When I mesh it they pop, but just in random places. I'm uploading a simple file with more or less 1 million particles. But I've tried with more and they pop also. Can you help me? splash_pop.mov PARTICLE_SURFACE_POPPING.hiplc
  4. Lava cooling problem

    Hi guys, I was trying to do some Rnd with the Lava shelf tool and used the Cooling and Heating tools but I can't get them to work properly or at least how I thought it would work. I created 2 boxes (one for each) and it's cooling/heating when the fluid gets to the box but keeps on going after that as it had no effect. Looks like it works with the heating one but with the other it works just when the fluid hits the surface and then loses the attributes or whatever.. It should work with the volume, not just surface, and get even cooler, no? Well I think you will understand watching the video and the hip file. Thanks in advance! lava_coolingProblem.mov Lava_test01.hipnc
  5. https://vimeo.com/156670431 Flip 50 mil Foam 50 mil
  6. Small fluid source problem

    Hi guys I'm trying to simulate a flamethrower fire with Pyro but I have some problem with my fluid source size. For example when I put a sphere in my gun nozzle and source fuel from it, I can't see any result in low resolutions and its really hard to work on high res. Also high velocity and buoyancy are two essential parameters for this effect and this is even more dramatic situation. So I think there should be some kind of way to do this correctly. Thank you for your help
  7. Camera going out of water

    Hi, For a school project I need to create a shot where the camera starts inside an ocean and slowly goes out (vertical travelling). That means at one point the camera sees both the inside and the surface of the water. I'm a beginner in Houdini and the schedule for the project is kinda tight. I was wondering if you could point me towards the good direction to achieve this effect? Should I use particles or is there a simpler way? Thanks in advance for your help!
  8. Lava flow

    Hi guys, recently i decided to create a shot with a lava flow. But I'm not convinced with the overall result, someone can you give me some suggestions please? https://vimeo.com/149561629
  9. Helicopter dust effect method

    Hi forum I'm trying to achieve a helicopter dust raise and this is what I reached for curly dust layer more or less and I want to add another layer of dust simulation for horizontal movement after that. I used an arena shaped geometry to create velocity volume and advect some particle with this velocity field. and at last I simulate this volume from particles that has this arena shape already without extra advection, just some turbulence and disturbance. But as you see this so smooth in the base and has more noise at the ends and this is annoying. So after reading some related threads in forum, I start to think if I'm wrong. maybe I should advect particles with volume instead. actually I want to know best approaches for creating similar effect. Thanks in advance
  10. Hello everyone, I've seen a couple of post about this but not exactly what I'm looking for. A little background on what I'm trying to do. I'm trying to export a 2d image of a fluid to animate the UV coordinate of an texture in a game material ... not super clear I know, these guys might explain it better : http://www.valvesoft...s_waterflow.pdf This way I can add detailed motion to a sprite with only 2 textures, and not use ginormous sequence of animation. But in Valve instance they "paint" their texture to add flow motion to a river or pond. I would like to generate that image procedurally with a fluid for FX work. right now here is what I do: - have a fluid animation that I like -cache it -DOPI/O all the info I need back into SOP -use a Point VOP -use the velocity info to color points on a grid -render that grid but my problem is that the velocity field is (naturally) all over the fluid container, so I was wondering how can I use my density field as a "mask" for my velocity? In VOP, saying something like where my density is zero, set my velocity to zero, ... make any sense? In the 2 images attached you can see how it works. when a pixel is 50% red, 50% green and 0% blue no motion. 100% red, 0% in G and B pixel are moving south west ...etc. The flow test images show you what I have, so you can see that I have no motion (R=50%, G=50%, B=0)outside the container, but inside I have motion all over.... And last an image of the density field.... where I want my motion. so can I use density to "mask" out my velocity? any help or question would be really appreciated. flowmap_test.hip
  11. Hi! Any question, please tell me, and began to deal with the Fluid in Houdini, how do I make the collision of two FLIP fluid object to each other? I reviewed many lessons and have not found a solution. Thank you!
  12. Hello, CONTEXT I have a scene in which a character is painting a floor. The paint is transferred to the floor as points and converted into a VDB and then geometry (to fit the style of the film). Here's a video of the scene I'm busy with: QUESTION It would be nice to get some secondary splashes when the character slams down the brush (and randomly when he paints on the floor). My initial thought was to source the brush geometry, and give it a pop collision detect (for the floor). Then replicate the points with an initial velocity, mesh them and presto. A couple of problems though: 1. I want the particles to emit only now and them (randomly essentially) and at high impact times. 2. I would like to set the directions of velocity to match the animation. 3. With the pop replicate the shape of the splashes wouldn't look ideal The scene and its alembics are a bit large for the post :/ Thanks
  13. Melt some icecream

    Hi there, this is my first flip simulation in Houdini, so I guess there are a lot of things which I might handled wrong, but there is still "some" space to improve the sim and my knowledge. First of all, I want to melt some icecream. Right now I do have two different viscosity values applied to the sphere particles. This will be simulated later on, but for now it's fine with me for this test. I managed to melt the sphere in some way, though it looks wrong over time. Sometimes the particles hardly move at all, then they seem to float away, though I can't recall to have changed any settings via keyframes. Also with tension applied the particles start to roll in a wheel like manner. Since the outer particles "swim away", these particles will cause meshing problems, since they are too far apart from each other. In order to to force the flowing fluid to build drops and "real" shapes, I added surface tension, though this still seems to not solve the problems. Still particles are apart from the main mass and the strange behaviour (stop and go) continues. Since I want to simulate everything in real life scale the diameter of the sphere is about 0.05. I changed all corresponding parameters to my best knowledge, but am not sure if I did everything in the right way. The two videos demonstrate the current behaviour. The only difference is the enabled/disabled surface tension in the fluid emitter. What I need to do (no idea how yet) is to apply the tension only to the low viscosity particles. Probably with an attribute VOP? Any help is very much appreciated. Coming from SI ICE some things seem straight forward, but others impossible to solve. Best wishes and thanks for any input Tom iceCream_melting_001_a_0095.hiplc
  14. Exploding RBD's in FLIP fluid

    Hi Guys, I need some expert advice and insights on this project I'm working on. I'm doing some RnD first before moving to bigger scale so I can provide you guys with the HIP file. The objects however (barrels and table pieces) I cannot share with you. But maybe there's something in the dop nodes or solvers that you can spot right away. I'm working on a flood scene where there's a lot of debris and rubble that needs to be transported by the water. Please have a look at the video. The barrels seems to acquire a spin which at one point is out of control! I can imagine this could be the rotational stiffness... but the exploding (and stuck) piece of table is still a mystery at the moment. As you can see I'm also having trouble controlling the buoyancy of the objects in the fluid. Right now I use the density to try and float pieces but it's not entirely working the way I want it. To sum it up: - The wooden planks need to float - barrels need less spin and need to be embedded more in the fluid. - the tables obviously need to stop launching like superman . any advice or tips are greatly appreciated . High-RBD_count-in-fluid-006.hip
  15. Are you a recent graduate looking to start your career in Animation? Are you graduated from Computer Science related major with interests in art and animation? Would you like to work with some of the top talents in the animation industry? Check out this exciting apprenticeship opportunity with Oriental DreamWorks in Shanghai! Oriental DreamWorks will start the FX R&D Apprenticeship Program in August this year and there will be several more apprenticeship opportunities in other departments in 2015! The Oriental DreamWorks apprenticeship program is an incredible opportunity to learn from the best and to gain valuable production experience. We are looking for the most motivated individuals to complement our team. The FX R&D apprenticeship is a paid program and will last for 2 months which may lead to full time employment. What you can learn from the FX R&D Apprentice Program? · Learn to create visual effects using particles, rigid body simulations, fluids and smoke. Develop/Enhance your skills at animation, modeling, and simulation design Collaborate with animators, character riggers, and department supervisors Write utility scripts and programs to streamline the setup process Use Maya/Houdini tools and ODW Advanced Technology to develop FX tools How to work in a production environment for a feature film What you could get after the FX R&D Apprentice Program? You will receive a certificate which shows you participated in Oriental DreamWorks Apprenticeship program. If you’re successful in the final evaluation after the apprenticeship period, you may be offered a full time employment at Oriental DreamWorks! The FX R&D Apprentice is responsible to design and create visual effects such as smoke, destruction and fluid simulations. They will also be responsible to develop tools used in FX to help enhance the pipeline. If this sounds like your field of dreams, read further for the kinds of proficiencies we are looking for: Technical Skills: Knowledge in Computer Science, Software Engineering, Animation or related field with programming or scripting skills Basic working knowledge of Maya, Houdini or another 3D package with dynamic simulation capabilities. (particle, cloth, fluid and volumetric simulation) Basic understanding of natural and physical based movements or physics Aesthetics — Visual Judgment and Design: Good visual sense of motion, design, and physics Fine arts background with life drawings, sculpting skills are plus Other Requirements: Graduated in Computer Science, Software Engineering, Animation or related major Strong communication and presentation skills Related working experience is a plus PRC or Authorized to work in China Application Deadlines: The application deadline is 31st July Target start date will be 24th August 2015 and end date will be 13th November 2015(Subject to change) How to apply: Please submit your resume and demo reels (e.g. student work, personal work or project work) online at careers.oriental-dreamworks.com. When you visit the career page, Please ensure you click on “Apprenticeship” and not any other job postings to ensure we received your application correctly. Please note, due to a high volume of applications, we cannot respond to every applicant.
  16. Ocean Splash

    Hi guys, Recently started to learn more on Houdini's Fluids and Ocean tools. Any idea what could be causing the white speckles & weird stretching thing? Maybe its not deep enough, just thinking about it. Edit - Its not the foam solver. Test https://vimeo.com/131536792
  17. FlipFluid Morph

    Hi guys, I have been learning to do a morph with flip. I able to do it with normal scatter in SOP or just with particle and some vopsop added. But when come to flip particles, I tried to remain the water-like attribute after morph. I added same amount of PT with custom IDs on both emitter and goal object. But I just couldn't get the particle rest at my goal object with some slowing-down look. Anyone have some suggestion or idea ? Much appreciated. Moph_testt.hipnc
  18. crown splash

    Hi guys, I know it can be done. I am too close to it, but the only problem is I can't figure out how to create the normals directed along with the surface tangent. I have used polyframe sop too. But its giving the cross pattern which is giving vel a circular motion. How can I face the normal towards the surface exactly...
  19. Flip Fluid Morph

    hello all houdini user... this is great place to learn houdini so far..everyday i allways follow these forum.. by the way.. i found this link.. and friend of mine using that software to do that kind fx.. because i really love houdini...i start to adapt that fx in houdini...and start to research for these kind fluid morphing fx. then i found these particle setup..from jk from these forum...and i think thats good for start point.. but ends up when didnt have more time to continued the R&D because some reason.. so, is there any one could help me how these morphing points converted on to flip fluid or particle fluid..and then inherited the point velocity to morphing on to "K" shape..so i can save my ass from my boss. thanks.. i so much appreciate for these one fx..thanks heres's the hip file.. JK_Points_Morph_setupTo_flipFluid.hipnc
  20. Advice on shot

    Hi, Still learning Houdini and I was just wondering if I'm doing the right workflow. Focussing on Houds' fluids, I want to recreate the NASA's Orion capsule landing in the ocean. Reference https://youtu.be/y-bzD_dGhP0?t=25s Fluid wise, would it be something on the lines of this. - Sim (Capsule) landing in a Flip tank or Splash tank to get splash detail/collision (which one?) - Ocean Spectrum on both a large grid and the initial tank to merge the tank with the ocean Anything I should change or add? Thanks guys
  21. Hi Folks, I am doing a splash sim. when my Flip tank particle separation is 0.2 the sim gives me a beautiful long curve sim going up and then falling down. But when I am making the particle separation .1 or .08 I am loosing that trail. So I decided to mesh the sim with .2 and now my converted polygon is jerking in the animation flipbook. Is it for the low res sim or the influence factor of VDB?
  22. Hi guys, I have an urgent problem that needs addressing. I am trying to figure out how to mesh the hand model in my scene with the fluid, so it appears as if the hand is morphing from it. I have a posted two images to show you what I mean. For some reason it isn't letting me upload a video. I've converted both into VDBs and used VDB combine with SDF Union. Any help would be greatly appreciated. Thanks!
  23. Ocean in a Bottle Sim

    Hey guys, I'm extremely new here, and have just been experimenting with Particle fluids and Ocean FX. I'm now trying to achieve a Wavy Ocean effect inside a bottle (eventually it will have a boat on the water) but i'm lost for how to get the Ocean FX to be contained within the Bottle mesh. Could anyone recommend any resources that could help, or push me in the right direction? I have managed to get a FLIP Fluid form Object in the bottle, but the particles slowly leak from the mesh at two points in the mesh. Any help would be great.. Thanks!
  24. Hey everyone! So here's a little quick project i did this weekend, it's pretty low-res. I'm not satisfied with the foam pattern so for the next simulation i'm gonna try some custom velocity forces to generate foam from more specific areas, and of course up-res the particle numbers ALOT! Any feedback appreciated - Enjoy! Technical specification: Main FLIP Simulation: 3hours 30min Foam Simulation: 3hours 40min Meshing Process: 2hours Main FLIP: 6.000.000 Particles Foam: 500.000 Particles
  25. Hi Can someone shed some light on how to render a velocity pass, from a flip fluid vdb mesh, for compositing? Here's a reference videos:
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