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Found 200 results

  1. 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
  2. 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
  3. 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
  4. 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.
  5. 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
  6. 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
  7. 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...
  8. 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
  9. 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
  10. 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?
  11. 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!
  12. 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!
  13. 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
  14. 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:
  15. Pyro quick explosion

    Houdini pyro quick explosion test using particle source.
  16. VDB issues

    Hi there! I'm currently working with VDB tools (for my project) which I'm quite new to and I'm trying to make an object rise from a fluid similar to Peter Claes' "Jam" project. But at the moment, I'm having a few problems. When converting one of my objects to VDB, the whole object is not completely showing when I combine it with another object. The second issue is that, well at the moment it looks like it's coming out of the fluid, but I want to get it more realistic. The fluid is honey so I'm not sure how to add in viscosity for example. The scene file is attached. Any help would be much appreciated! Thanks. I'm not sure why the scene file isn't being attached but there are a couple of pictures if that might help.
  17. Hey Guys!! I basically want to simulate my flip tank, export the simulation cache, and then read the base fluid cache to simulate whitewater. First i'm exporting my simulation cache using an "Rop_Output_Driver" like this.. Then i drop in a "file_node" to import my cached base fluid .bgeo like this.. I have about 4millions particles in this scene so i'm not expecting a realtime playback, but just jumping to a random frame takes ages, it feels really heavy like it's trying to simulate/cache base fluid again! I want to read the cache files and use them to simulate whitewater without having to simulate my base fluid again.. I've also attached the scene file, hope someone can help me figure this out Scene_File_Caching.hip
  18. Fluid Container Clipping

    Hey guys, Hello dear Odforce-Community Im a young CG-Artist, using Houdini for a year or so now (not as my main 3d package) I have a problem with the dynamic resizing of my fluid container. The container is "clipping" the fluid and dont resize correct. I cant explain why it is so, because the "Fire"-Fluid-Container resize correct only the blue "Ice"-Fluid-Container resize incorrect. But the settings in the two containers are nearly the same. The "Bounds" settings in the resize_container couldnt help me.....:/ Here the video: http://vimeo.com/112612980 around 0:04 sec you can see the clipping on the left side The .hip file of the szene is attached. clipping_container.fbx.hipnc
  19. Controlling Fluids Along Curves

    I have been playing around trying to really pick up the microsolvers and decided I would try and 'push' a fluid along a curve. Here is my attempt which works but I am feeling a different look. Right now the fluid gets pulled and it looses its smoke movement and ends up looking like an animated fog volume that grows along a curve. Ultimately I want to achieve a 'hand of god' look (reference) with a mix of death eater that is pushed along like a channel of wind. I am thinking maybe a base volume the advect pops but I am curious if any of you have some other trickery for doing this with fields and volumes? it would be cool to get some licks of smoke spring off the curve path and dissipate but I am not quite sure the best direction for art direction and control. (I know the shredding and turb are causing the weird swirling. I did that to see if I could force the smoke out of the curve velocity field so it would dissipate and float away) Thanks ahead! VolumeControl.hip VolumeControl.mov
  20. flip fluid morph into object

    Hey everyone, I'm trying to recreate an effect Peter Claes did with his "Jam" simulation where the jam morphs into the character, but I can't seem to get anything close to it at the moment. I've got a basic scene going using flip fluids. www.youtube.com/watch?v=p6J7AC1GsRc - Peter Claes "Jam" Thank you for your time!
  21. FLIP Fluid won't collide

    Hi guys, It might be a very beginner question (I am aswell in Houdini) but it just doesn't seem to work.. I want to make a small waterfall, I got my waterfall Bgeo that I converted into a vdb volume and then created a static object under a dopnet so I linked my SOP Path and my Proxy Volume, when I turn the show collision I can see the blue volume. When I simulate my FLIP Fluid particle, it just goes through the waterfall and the volume box. Any idea what I could be forgetting ? Here's my scene and the BGEO. Thanks in advance ! SmallRiver.hip
  22. Hey Everyone on this beautiful sunday! So, as I am touching pyro for the first time, of course I am using the "Gas Resize Fluid Dynamic" node (from here on out called the "resize node") in my DOP-net to auto adjust the grid size. However, I a getting this slight flicker in the simulation, as long as the container size is being modified by the resize node. As soon as the container has reached its maximum size, and no resizing is going on anymore, flickering stops. Turning off the resizing and letting the container have static dimensions, also eliminates the flicker of course. Anyone out there familiar with this? I tried messing around with the resize-node's "Subtract Threshold" parameter, since it seemed to me (from the help) this might be connected to the problem somehow? But no luck so far.... Thanks for having a look people. resizing active, flickering results before the gridsize comes to rest resize_flikr.avi resizing disabled, no flickering noresize_noflikr.avi --------------------------------
  23. creating white water on cached fluid

    hi. I was wondering how to generate white water on cached fluids. Maybe im doing something wrong. I cached my flattank_fluid to .bgeo but white water wants fluids. Any help? thnx
  24. VDB Mesh Jitter

    Hey everybody, I've looked all over odforce but nobody seems to be having this problem. I attached a video to show my problem but the title should be very self explanatory. https://www.dropbox.com/s/npwjl49t3p908pv/meshjitter.mov the mesh seems to be very noisy, jittery, and I was wondering if anybody knows how to solve it. The way I'm building it is VDB from particle fluid > VDb smooth sdf > VDB reshape > convert VDB. I've also tried getting rid of the smooth and reshape with no better results. The particle count is pretty high so that doesnt seem to be a problem.
  25. Hi all, I've got a little issue with a flip sim I made. It's a very simple effect actually but I don't know why.. It doesn't work properly! There is a flip fluid emitter inside a voronoied (and exploded) sphere. And I want the fluid to explode and collide with the sphere; Very simple, isn't it? The other thing is, the sim has to be in slow motion. So I made the sim in 100fps (for now). You can watch the result with the .mov below Really, I don't understand why it doesn't work. There is a weird move when flip collide with the sphere... I assume it's about velocity issue but I can't fix it... Here is the hip file too. Could someone help me about this please? Cheers, filp_test_issue.mov flip_sim_issue.hip