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Found 185 results

  1. Heya, We have a few shots in our short film that i'm looking to get some input on. There are 2 shots - A spaceship crashing into the moon surface, and another of it sliding and coming to a rest. Im am mainly a Maya guy but am slowing get the hang of Houdini. Having a play around in both Maya and Houdini the are a few options to deal with this - and Im looking for thoughts on how to create a dynamic moon surface can provide an impact effect like this: So far I've dabbled with rigid cloth tests for ground deformation on a slide and flip fluids for the impact (but the retention of shape has got me a bit baffled).. Any body have experience with such an effect shot and able to provide some guidance - that would be awesome. Ollie
  2. Particle Detection

    I am trying to find a simple example of fluid or particle detection. I want an item say a box to emit smoke when simulated water hits it.
  3. 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
  4. 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?
  5. 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
  6. 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
  7. 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
  8. oslo - showreel 2012

    Hi guys. This is my showreel for 2012 year. Mostly all was done in the Houdini. https://vimeo.com/53967225
  9. 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!!
  10. Hello, I'm trying to recreate the same look that you get with maya fluid fire. Very sharp edge, not blurry. but I'm not sure which parameter or ramp to tweak. I tried to change the Emission Color ramp of the pyro node, tweak the temp diffusion with no good result... any idea, suggestion?
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