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Found 443 results

  1. 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
  2. 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
  3. Split Half Underwater

    Hi there everyone, I am trying to recreate this shot from shutterstock as accurately as possible in Houdini: https://www.shutterstock.com/video/clip-14617168-slow-motion-split-half-underwater-close-up Creating the wave I imagine is pretty straightforward, and have done so before using realflow with good results, but the main challenge would be how to handle the thickness of the surface of the water as it intersects the camera, how to render different environments for the under and above water portions, how to handle these (previously I used masking with mixed results), and then secondary elements like the bubbles that form with splashes and the distortion to the above water image caused by water splashing over the camera lens. Would ideally like to use redshift to render this, but anything that can go towards achieving a photorealistic result, or any idea or resources anyone might have or can point me towards would be great. I'm a beginner in Houdini but relatively experienced with 3d in general. Many thanks, H
  4. Arunkumar - FX TD - Reel 2019

    Hi guys, I'm an FX TD looking for challenging VFX opportunities. Please take a look at my reel, and get in touch. Would love to discuss about prospective collaborations and/or full-time work. Comments, suggestions and critiques are most welcome and would help me improve the reel. Thanks.. Arunkumar arunkumar.subramanian@gmail.com
  5. H17 White Water issue

    Hey magicians! I've been using the new whitewater system and have come across a glitch? How would I get rid of those small dots lining across the sim? Also, would anyone know of a good place to learn just the whitewater system? It is a bit confusing when coming from the 16.5 WW system. The scene is supposed to be a stormy ocean for any feedback you may have, which I would love. Thanks. H17_WhiteWater_Test_01.mov
  6. Hi guys, I have a problem with the splash for the water sim... It doesn't look realistic or even have that kind of particles like yours. I don't know what I'm doing wrong. I'm new with Houdini. Thank you. Cheers
  7. remesh fluid sim

    hey! I'm looking into remeshing a flip mesh to constraint it to a particular topology, so basically I want to project a given grid vertically into a flip mesh surface. I think I can do it via the ray sop but I can't seems to find the right way
  8. I posted about this on the sidefx.com forums and got no response. This is about a feature that SESI has shown and discussed in the Houdini 17 Launch Presentation video. I'll link to the original post and copy it below. https://www.sidefx.com/forum/topic/61375/ "In the Houdini 17 Launch Presentation video https://vimeo.com/293116223 [vimeo.com] at around 1:20:00, Scott Keating briefly shows and mentions using the whitewater solver for spray and foam with only a deformed ocean surface (no underlying FLIP sim needed). I can't seem to find anything on how to actually do this in Houdini 17. The whitewater nodes and shelf tool still expect a FLIP sim. Can anyone point to what I am missing?" Anyone know how to do this? Or at least can confirm that this feature is missing? It'd be great to know either way. Thanks!
  9. I was trying to make a river to learn how to use FLIP Fluids and Houdini in general. I came across a tutorial and followed up, but when I tried to apply that tutorial to the geometry i wanted to it didn't work the same i look more like an ocean or a lake. Also here is when i realized that the tutorial only works correctly on a straight path along the X Axis. When tried to do it in other direction the sim still goes in the X Axis instead the intended direction. Can somebody give me a hint or some help on how to correct this? Or maybe an idea on how I can do this? Thanks in advanced. River.hipnc river.mp4
  10. Hey guys, trying to retime a FLIP sim cache, and even starting at 1.25 as suggested here - still getting some flickering... any ideas how to fix? Cheers! https://www.sidefx.com/forum/topic/59321/?page=1#post-273194 Also any chance there is a new UPRES RETIME for FLIP like the GasUp Res node? Would be great to slow down flip and fill in the gaps! Cheers!
  11. 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
  12. Hi everyone. I was playing around with the new Retime Sop which works amazing on pyro sims, so I was trying to slow down a flip fluid cache but not luck. if I turn on the interpolation method, the point position blows out, which seems logical since there is no way to found the correct ID for each point, and if I turn the interpolation off, it does exactly as they say, no interpolation. correct me if I am wrong, but seems like we have to follow the common method of "no reseeding" anyway right?. I thought there would be some new magical recipe, retiming the velocity field and advecting position or something wow like that. thanks guys!
  13. Cascading Waterfall Advice/Help

    I'm currently doing my FMP for University and will be working in a group of 4 to create an environment with a character asset and Waterfall/Lake FX asset within it. I will be solely responsible for creating the waterfall/lake but I'm currently unsure with which way i should approach the project. The Waterfall is going to be in the background cascading down some rocks into a lake in a cave however we will be creating the cave to real world scale which has caused problems when trying to set up emitters at such a large scale. I've attached some reference photos of what the waterfall is going to be based on as well as the initial proxy geometry created for my particles to flow over. I was just wondering if anyone here has any experience with a sim of this type/scale and could lend any advice on how they created it. Thanks RocksPrim.obj
  14. guided ocean layer leak

    Hi! I am using the shelf guided ocean layer, and it all works ok, until i decrease the particle separation, and the flip particles leak downward from the guided sim the top part is the the ocean preview, the layer of flip below, dripping down. Am i supposed to plug the ocean preview as a collider in DOPs?? thanks in advance, i have been going on with this ocean thing and i cant get it to work properly! in addition to this, as i would like to build this all i one Geometry node,,,( i like it that way) where are this guidingcollision, etc attribs coming from? thanks! O/.
  15. Color in FLIP sims - milk pour into tea

    Hi everyone, I was thinking of creating a simulation of milk pouring into tea as a showreel piece, but I'm not sure how best to go about it. I have seen people using color in FLIP sims, however in all the examples I have seen, the fluid is shaded to be opaque (like different color paints mixing). In my case though, I'd need to be able to see the milk as it is poured into the tea and see it underneath the surface. Then over time, it needs to change the color of the tea. My best guess would be to simulate the liquid, and then create a separate smoke simulation for under the surface of the water. However I have no idea how I would integrate the two. Here is a reference video I found: Any ideas for this would really be appreciated!
  16. FLIP unstable border particles

    I am trying to get a calm puddle, and I have managed to achieve that in most of the fluid. Still, I can't get rid of this moving particles at the boundaries.... I've tried deleting them, but new ones will start moving until they get there... puddle_02.mov
  17. Color drops (flip)

    Hey magicians, I need to create something like this for a client, some sort of flip drops that need to be timed with music. My first thoughts are create a flip tank with some particle system falling down that act like drops, and use the "hit" parameter to make them light on? (not sure about this part). Shading will be done with redshift. As for the timing with music, I think COPs is the way to go. Any tips on how to achieve this will be super helpful. Thanks in advance
  18. Custom wave as guide in flip

    How to use deformed custom animated wave from maya in Houdini as a guided object in the flip. what will be approach if you want to achieve the perfect storm ship and wave in the flip as in attachemnt. wave.mov
  19. Hi All! I'm wondering if anyone has run into this and found a good solution, it's been popping up in my low-to-mid viscosity sims for a while. Perhaps I'm missing something stupidly obvious? Collision geo/field are fine and the interface between fluid and collision object looks great before turning on viscosity, then I get these grid artifacts that are tough to get rid of. Reducing Surface Extrapolation way down in Volume Collisions helps but doesn't completely remove the artifacts. Also, using a high slip-on-collision value helps, but I usually don't want the sliding behavior with sticky viscous fluids. Reducing Grid Scale reduces the relative grid size and helps too, but the artifacts are still there, just smaller. Attached file is somewhat of a worst-cast example, just curious if other folks have dealt with this before. I know I can run some post-sim tweaks to clean up the collision surface intersection, but I've also noticed that the artifacts reveal themselves on the outer surface of the fluid if it gets thin enough, which is not so easy to fix... 01 - viscosity disabled 02 - viscosity enabled 03 - viscosity enabled, surface extrapolation 0.01 Thanks in advance for any help/ideas!! --Dave DStewart_FLIP_ViscousCollisionStepping.hip
  20. Hi guys, I have a question concerning the new fluid source in H17. How can i create a pump source from curve (point) to drive a FLIP simulation (technique used to create a boat's wake effect) with the new fluid source pipeline. I'am really confused about the new pipeline, and don't really understand the benefics of that changement. I used to create this simple pump field in H16 with the old fluid source SOP. But now i can't find the way to recreate that, should i use Flip source SOP (can't make it work with curve as input), or the pyro source SOP ? Please if you have any idea to spread this technique in the new Pipe it would be awesome. I'am stucks and tried a lot of setup but no luck. Thx
  21. Hi friends, I've been searching for this for a while but have come up empty handed. Is there a way to create a collision detection (frame) attribute for flip fluids. I am currently developing a splash element that requires the colliding particles to emit smaller splashes upon collision similar to what you see in this clip. The kicker is, I am doing this without a tank and hence cannot use something along the lines of a crown splash. I plan on taking the frame the flip particles collide with a surface, and copy stamp instance geo to those points and then emit through another flip sim. It sounds complicated and it has become so as the element takes shape. I would attach a file but the project is under non disclosure. Any help would be greatly appreciated. Thanks in advance.
  22. Playing with vellum and FLIP, trying to create floating vellum objects. a. Using a simple Merge node with Mutual Collide Relationship, works for the Rigid Body solver but not for the Vellum solver. b. The vellum object doesn't collide at all with FLIP but when turning the Merge node to LeftAffectsRights, collision works but as expected no feedback force from FLIP. Any ideas? Thank you.
  23. Playing with vellum and FLIP, trying to create floating vellum objects. a) Using a simple Merge node with Mutual Collide Relationship, works for the Rigid Body solver but not for the Vellum solver. The vellum object doesn't collide at all with FLIP but when turning the Merge node to LeftAffectsRights Any ideas? Thank you.
  24. Wax/chocolate tornado

    Hi all. I have some issue and want to make Wax/chocolate tornado animation. From bottom to top. Something like this https://vimeo.com/110055200 But visually more to this I tried Pop particles and Flip fluid, Flip fluid gives better look, but pop particles can die. Flip fluid can`t die, maybe I wrong. Can suggest how to achieve this look?
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