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Found 464 results

  1. Flip Fracture RBD

    Hey guys, im doing a similar effect to the video in question. Not as violent as this, ive done a lot of flip sims but never something where the flip sim pushes an rbd object. The effect im after is like liquid chocolate pushing out from under chocolate that cracks. Any help would be appreciated D
  2. Hello! I'm trying to make an effect where a logo emerges from a tank with a viscous fluid. I want to have the liquid quickly flow off the logo once it emerged. It has a round surface, similar to the torus I exchanged it for in the hip-file I attached. I'm aware of viscous fluid's stickiness and turned on "slip on collision" and also tried the "gas stick on collision" cheat I found in some older thread, as well as using normals to drive the velocity. however some particles always stay on top of the surface and won't flow off. What would be a smart way to cheat and clear the surface of the fluid? Thanks in advance! J. 190620_Instagram_FlipTankExample.hiplc
  3. Greetings. I am the filthiest of noobs and i found a problem i havent been able to solve. I made a very beautiful flip fluid simulation in which two liquid sources mix together. (lots of tuts out there so it wasnt hard for me to do it)...... Both sources have different color attributes and density attributes and they mix flawlessly..... I was successfuly able to do the simulation YAAY!. The problem comes when our pipeline DEMANDS to render in Maya Arnold........ I export the VDB poligon soup via a Rop alembic output node...... and create an alembic file (it exports, it imports into Maya, no problem) BUT..... when i have it in Maya, I havent found a way to mask the fluids, so an AI mix shader lets me use two AI shaders as the two liquids and lets me mix them as they were in Houdini....... I understand there are "Weight attributes" that come with the alembic and they should be the ones helping me mask the fluids, but i really dont know how to do it...... Im a noob both in Houdini and in Maya. If anyone could help me showing me the workaround , i would deeply appreciate it.
  4. Houdini Flip SIMM on a custom wave mesh

    Howdy there!! Poet here. I have a mesh that is deforming like a big Tsunami wave with a boat on top.The mesh is made with Ocean Wave Deformer in Houdini with a Ocean Spectrum on top of it. It's a moving mesh with the curves translated that are connected to Ocean Waves SOP. Im not able to get a proper FLIP simm out of it. The velocity kinda goes NUTS. Also it was difficult in the beginning for me to get the shape right from the Ocean Wave to the Flip Tank Initial it would not take the full deformation. Then I fixed it by going in the Flip Tank SOP and adding changes manually. But the Flip issue is still happening. Anybody or anyone if have done something like that I would be very grateful if you could give some tips. On that same Ocean Wave Foam is also done and looks pretty good. IMP: It's a production file so I cant upload it.
  5. Vellum FLIP interaction

    Hey everyone, do you guys know a way of making flip and vellum cloth interact with each other? So not with Pop fluid but flip.
  6. Hello! First time posting. I'm new to Houdini, this is my first project that I decided to do. But I'm a fairly seasoned C4D 3D generalist so I know what I want to do in Houdini, I just don't know how to go about it. I'm in Houdini 17.5. Here is the problem. I have stumbled around in Houdini and made a Viscous Flip Fluid Sim. I made a Sphere an emitter, and emitted my fluid pouring onto a .OBJ mesh that I imported in. I've cached the particle FLIP Particle simin the DOP network, the Particle Fluid Compressed Cached, and Particle Fluid Surface Cached. Now here is my problem. I exported my meshed sim as an alembic from a ROP_Alembic node. Imported into C4D. And then I realized I have a UV problem. This is a Redshift texture and shading pass that I did with my sequence. At the time I forgot to plug in the velocity data tags from the Alembic sequence into the Redshift motion vector blur, so if it looks weird, that is why. Crystal_Goo_Test.mov My texture smudges are on the mesh, but they stay static while the mesh animates. It looks just like the textures from this cartoon it doesn't move with it. So after a bit of digging I realize I don't even have UV's. Because Flip Fluids don't come with UV's, and if I never defined any UV's then how could they just magically appear? lol. So I tried researching how to generate them, and how to export them with the alembic. But for my specific situation I couldn't find anything that was up to date and worked. OR I am too much of a noob to implement what I saw in forum posts. The stuff I saw was for Houdini version 13, 14.5 and 16. I'm on 17.5. Here is a screen shot of how I tried to generate UV's and export them, again I never re-cached my sim yet. I just tried to put uv's on my existing set up. Below is my emitter. And there are no UV's on this sphere primitive, nor anywhere before the output. I took a shot in the dark and tried to see if I could generate them after all my caches (because it took 3 days to cache the fluid surface mesh). So I honestly have no idea where to generate these uv's, how to do it correctly, and how to get them passed onto the fluid mesh for alembic export and texturing in C4D Redshift. I'm including my .hip file with my cache's disconnected. They are over 200 GB's all together so it's too big to include here. Lower the substeps in the Flip Solver or lessen the Fluid Mesher to make it play back faster. I used high settings for my final export (also I tried my best to optimize, but again I'm a noob with Houdini and have probably done things incorrectly in my set up). Crystal_Viscous_Sim.zip The FLIP DOP cache might still need to be disconnected. This is the final step of my personal project. I've done all this on my own but I'm super stuck on this UV generation and export. And once I can export this fluid mesh an an alembic sequence for C4D Redshift I will be set to render. Thank you in advance for any feedback and/or answers. Please write out instructions very clearly for me to replicate if you don't want to provide pictures/ screenshots or .hip files. Again what I'm trying to do is generate UV's for my Fluid Surface, and have then be able to be exported via an Alembic sequence for texturing and rendering in Redshift.
  7. I'm in the middle of creating Whitewater particles for my waterfall sim and after caching out the particles and converting it into a volume it looks extremely low res considering there is over 300,000 particles and 8 million Voxels. Not sure what i'm missing but any help would be greatly appreciated. Thanks in advanced.
  8. Tips for Eye Candy Fluid sims

    Hello there good people, Do you guys have any tips on creating eye candy fluid sims, Specially Flip liquid Sims? Thanks in advance.
  9. FLIP smorganic/sheeter effect?

    Hi, Is there a way to achieve this effect in H? https://vimeo.com/12992186 http://www.fusioncis.com/pr_smorganic.html
  10. Digital asset download at Orbolt! Enjoy https://www.orbolt.com/asset/RodTD::Rod_vdb_averaging
  11. Here is the intro sequence for a new video I am working on: Simple FLIP simulation with some smoke and whitewater sparks. Rendered in Redshift. Lens flares, DoF and Glow added in Nuke. The heat distortion from the smoke is the part I am least happy with. I took the volume tint AOV and created the difference from one frame to the next to drive STMap distortion. Would love to hear a better idea of doing that. Let me know what you think.
  12. Recreating an ultracentrifuge

    I'm trying to recreate an ultracentrifuge that seperates high density particles from low density particles. My current setup is two fluids with separate densities being emitted side by side to fill the container. Then once the container is fully filled I start up the "centrifuge", a pop axis force to spin everything at high speeds. The problem is it just acts as a blender and not a separator. I have a little divergence to pump up the fluid in the beginning but then it's removed. The densities are about 400 kg/m3 apart. I've tested fast and slower with different drags and settings but still just blends. Anyone else try something like this? Maybe I'm missing something important (more than likely, ha). Thanks! Update: kind of working now adding some mass, drag, and applying the rotation only to the low density particles. Faking it till it makes it I guess.
  13. source flip fluid with velocity

    hey! I'm trying to emit a flip fluid with some velocity, I can add a generic velocity in world space but in my case I want to add velocity along the normal of the object sourcing...just can't figured it out yet
  14. Hi everyone, i got a question and can't figure a way out. Imagine a bottle, and a mesh that perfectly fits into that bottle. I want to convert the mesh into a flip fluid and when i turn on gravity i want it to be as big as before. So my bottle is filled. The reason why i want that, is that I have a drop coming from above and falling into that bottle. When it collides with the fluid inside the bottle, I want a little splash and then the sim is done. How can i get a filled bottle that stays filled after I turn on the Sim. Maybe someone got the same problem or a solution, but i can't get my head around it! Thanks and Cheers!
  15. Keep uv on deformed mesh by points

    Hello ! I hope that you all are ok ! I have a problem that I do not understand ! I made a point simulation from a geometry so that it deforms with an elastic effect. I want the final result to keep the uv's basic geometry. I have the VDB, it does not work well. The deform point works almost perfectly, indeed after a certain moment of the simulation, it pushes certain point anyhow and the geometry is badly deformed. I would like to know how to properly adjust the deform point, or another technique to perfectly keep uv if needed ! Thank you ! at_vellum_sticky_uv_OD.hiplc
  16. Drop of water simulation flip

    Hi!! I'm trying to Drop of water Fx ・Reference movie https://vimeo.com/14054601 https://forums.odforce.net/topic/30773-water-drop-splash/?tab=comments#comment-171664 The conditions I want to do 1.Water droplets are small like sweat 2.I want to make a series of fall and bounce 3.I want to shape like a crown The data I was making is this, but bounce does not work well can you help someone drop_190419.hipnc
  17. Problems with two FLIP objects colliding

    So I'm in the middle of creating a waterfall scene which is going to flow down some geometry and collide with a lake. I've set up both the emitters for the waterfall and the wave tank for the lake in separate DOP networks. However when i try and bring the particles in from the waterfall into the lake DOP the particles don't seem to be having any interaction, the waterfall particles just fall though my static objects even though they should be colliding. Any help would be appreciated Thanks. Edit* I've noticed that the bounding box in the flip solver was not including the waterfall particles which fixes the problem of them not moving however the particles still do not interact with the wave tank. WaterFall_New.zip
  18. Hey guys, Im having trouble using the popreplicate on an extra whitewater spray cache. I want to replicate based on v but It will not generate any points even if I crank it. The particles are cached and I have all the attributes in there including velocity but still cannot get it to replicate any particles based on their velocity? Cheers
  19. What is the best way to add velocity to an Alembic (animated) flip object? I want my flip particles to be advected as the object moves. All tutorials I look at are using H16. I know there are a few threads about the new workflow in 17 but I can find one for flip. Any help will be appreciated. Thanks
  20. flip points id vs ptnum

    hey! I have a flip cache and I want to delete some points that go out of control. I just discovered that id and ptnum are not the same, so if I select and blast those points houdini reads the ptnum of points and blast them which is perfect in that frame but wrong in the others, so I'm looking to find a way of telling the blast not to delete base on the ptnums of selected points, but on the ids of the selected points...or build a group with the same idea... cheers!
  21. Underwater Bubble Sim

    Hey guys, so basically I'm trying to replicate an object dropping into a tank of water splash but with the bubbles/water only. The way I'm currently doing it is by emitting particles based on emission attributes defined on the surface based on it's velocity and using vdb from particles to mesh the liquid and so far it's alright. However, the client wanted a more art directable look towards the pop sim whereby more lengthy/streaky bubbles instead of huge splash etc and it got me thinking how can I achieve this? I'm on H16 and there's no pop fluid where I can easy increase the surface tension and viscosity to save my shot. Is there any pointers on hacking this shot without doing Flip? I'll upload my WIP, files and other references from client tomorrow. Thanks
  22. Hi there, I got a curious question that I was hoping someone might shed some more light on if possible. What's the difference between the old sph solver, the particle fluid solver, and the new pop fluid solver? Is it all the same thing but wrapped in a new package, or do they have different utilities? Thanks, Felix
  23. Caramel Goo Tear Apart

    Hi everyone, my first post, newbie to houdini but diving in! ive been trying to find the best way to achieve the classic mars bar chocolate caramel bar being pulled apart in close up detail, where the caramel slowly tears apart with strands becoming longer and thinner as it gets pulled. kind of like the classic bubble gum on the shoe type thing. FEM ive tried fem, but couldnt get it to become strandy enough and then completely tear apart. love to know if i continue to explore fem that it would be possible to make this effect. GRAIN SOLVER?? perhaps the grain solver with some noise determing the glue strength so natural tears become apparent in the grain block as they get pulled apart? FLIP: VISCOUS FLIP viscous sim perhaps might work? anyone experienced think this could be the way to do it? im hitting lots of newbie dead ends, so any help on which avenue will actually get me the desired effect, id be much appreciative. J
  24. Ice cream scooping effect

    Hello there magicians, I had this problem where I wanted to create ice cream scooping effect but so far I had no luck at all. So If anyone has any ideas on how to approach such effect would be very grateful for their help. Here's a video reference of the effect in mind. Thank you so much in advance.
  25. Hello guys, i have a serious mesh flickering problem in my flip simulation. The timescale in the flip solver has been animated to slow down the simulation. Looking at the particles everything seems fine, but when it comes to meshing and the particles are moving really slow, the mesh starts to flicker and holes are forming and disappearing every frame. I've tried increasing the resolution, lowering the particle separation in the particle fluid surface node (or vdb from particle fluid, i've tried that as well), lowering the grid scale or the particle radius scale, the flickering changes but it never goes away. any help is greatly appreciated thanks in advance slowmoving_flip_flicker.hip