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Found 229 results

  1. Hey all, Ive been following a tutorial on how to transfer the UV's to simulated flip fluid and all was going well untill I added a remesh node to the transferred UV attribute which was supposed to smooth out the mesh to preserve the detail of the texture. Instead what has happened is that the UV's have gone from being seperate shells to having all their edges connected together. There is already a vertex split in the node graph which fixed the issue before I added the remesh node. Any help would be greatly appreciated, I've provided the scene file - thanks a bunch Melting_Example_v001.hiplc
  2. Is it possible to have a mutual collision between Pop Solver, with POP Fluid, and an RBD Object ? Something like the Feedback Scale we have in Flip Solver. It's a basic Setup, I have a box, blasted the top edge, and an RBD Sphere in there, and I emmit Pop Fluid and I'm trying to achieve mutual collisions, so to make the sphere float on the liquid surface
  3. Hello, I’m new to houdini, so I don’t know much. Is there a way to import particle fluid surface (water fluid displacement) into a displacement texture map? For example, oceanEvaluate node have "export to texture" tab and I can export displacement texture for FFT ocean. Is it possible to do the same for a particle surface mesh?
  4. Hey I'm currently working on a high res ocean simulation and I am really struggling with a volume loss of the flip simulation over time. I already did a bunch of research, but nothing seems to work so far for me - maybe I did not get everything right in the threads i did read. Here are some things that i tried to work on: - I tried working with the gas equalize volume Microsolver (I calculated my goal volume, but as soon as I started the sim got slower by the factor of 10 and "exploded" after the first Frame) - I tried decreasing the grid size, but to be honest I dont really think thats the issue - the surface looks already really clean with the default resolution - Right no I try to run the sim with "particle separation" activated, but it also gets really slow, and I think there has to be a better way Is that an issue that some of you already faced ? in the attached pictures you can see, how the water level is way underneath the water level, that I would get with the ocean spectrum preview (in the beginning it matches, and over time it gets worse) Would be great if you might help me cheers Felix segelschiff_ocean_sim_V007.hip
  5. Hello everyone. I'm trying to make a simulation of a fire hydrant spraying water at a high velocity. I'd like my effect to look something like this: FireHydrant1.jfifFireHydrant2.jfif I have the FLIP fluid behaving how I want it to, but the water looks too clear. I would assume that whitewater could fix this. However, I don't know which settings I would need to change for the whitewater to encompass the entire fluid shape like it does in my reference pictures. When I use the shelf tool, whitewater is only produced on the leading edge of where the water is first sprayed, like this: I don't really know where to start, and would appreciate feedback from anyone with more experience. My .hip file is here: HydrantHelp.hipnc
  6. Greetings, I have few microsolvers in my Flip Solver>Volume Velocity and I want to apply them to only 1 of my 2 emitters. Do I use a POP Wrangle after my MicroSolvers like (if viscosity > 500 then apply) or do i need to make some initial groups of my particles and apply the micro solvers to the favoured group ? To be more specific I use a GasMatchField and a GasStrainIntegrate with a GasStrainForce and I have 2 Volume Sources. If for example I go to my Popdrag in Groups I can see the option "stream_volumesource1" or "stream_volumesource2" but nothing like that in the microsolvers.
  7. CG Master Academy is searching for active industry professionals using Houdini for fluid FX to develop and teach an online course. Flexible scheduling with a 3-5 hour per week schedule footprint depending on class size. Minimum Requirements: must have 4-7 years of professional experience in feature film/animation and/or game projects and a current demo reel showcasing work specifically in procedural modeling. Preferable: Some experience teaching or training artists would be helpful in this role. Please send resume/work history, as well as a link to your website and/or demo reel, to jobs@cgmasteracademy.com.
  8. Greetings, I'm working on a simulation, kinda a classic one, with Viscous Chocolate been poured on Yogurt. Basically a Viscous Liquid Collides with a more Viscous Liquid. I did the Chocolate pouring and it looks really nice at first, now I need to replace the Ground plane with the Viscous Yogurt. I had the idea of using Narrow Band for the Yogurt surface and using double viscosity than the chocolate. But in my bad luck you can't Merge 2 Flip Solvers. I've read that you can use 2 Flip Objects though, but how do I import the Narrow Band in one Flip object and the other Flip Object points at the Emitter from Volume Source ? Basically, how do you have 2 different Fluids(with different attributes), one imported as Volume Source and the other as Narrow Band? Thanks in Regards
  9. Hello! I'm doing a school project, and I have to create something like a slime mesh. The main problem I have, is that I get a lot of flickering when I try to mesh the vellum grain using the particle fluid surface node. The same thing happens when I'm trying to mesh flip particles. Does anyone know how to get rid of this flickering? I've been searching a lot but can't find an answer. Thanks!! StickyFluid.mp4 bloodRND.mp4
  10. Hello; In a Flip_Fluid simulation, to change dynamically "viscosity" attribute in some parts of fluid, I would like to transfer viscosity, from an animated volume into the simulation. I tried to import viscosity attribute using a "Volume Source", but it doesn't work. Thanks for helping. Viscosity_01.hip
  11. Cloud tornado with water VFX breakdown from Chinese feature 哪吒 (NeZha), I was responsible for creating and rendering of all the effects using Houdini Pyro and Flip, render in Mantra.
  12. whitewater of emit particle fluid error

    I want to make white water from fast movig streams like water of fire hose but it`s strange go up in a straight line. how can I make it? its main water white water is made like this
  13. Flip Fuid Volume Loss

    Greetings, I'm doing a basic flip simulation where I fill a cup with liquid and then I rotate the cup to spill the liquid into another cup. Sounds super easy and basic, but after some time fine-tuning the collisions and the liquid I can say with certainty that my liquid volume is getting less and less like my particles are dying or sucked into the geometry. A searched a lot for a solution, like changing the Scale of the scene, or lowering the Grid-Scale ( CG Wiki ), or change the collisions but nothing really helps at all. thank you in regards
  14. Hi; In a particle fluid simulation, I add velocity using "point vop". The problem is the particles start to move very fast from beginning, but I want they start to move by ease. How cant I increase particle's speed (velocity), over time? Thanks. Fluid_Velocity.hip
  15. Hi; How can I add velocity to a fluid points, to generate such a splashing sphere (like the image below)? Thanks for helping.
  16. Hi; I would like to fill an animated (deforming) geometry, with fluid, and I want the fluid to flow out of gaps shown in the image below. Please take a look at my hip file. I tried several ways without success Thanks for helping. Test2.hip
  17. Hi everyone, it's as the title says. I'm trying to create a basic setup where I have 2 fluids interacting with one another in the same flip sim, then I'd like to separate these pop streams to mesh each separately. I've included my working file. Any help would be greatly appreciated! SeparatePOPStreams.hiplc
  18. * Posted the same question in Houdini forum. But no reply until now. So reposting here I want to create an effect where a Flower is getting hit by drops of rain water. The water drops sticks on the flower and slowly drips down. I need to create the wet map. As well as, the flower should react (bend or disturbed) when the drops fall on it. I am fairly new to houdini. If someone can suggest me a path to achieve this effect, it will be very helpful for my R&D. Please suggest me a brief process from where i can start developing. I am hoping to learn a lot from this project. HERE are SOME REFERENCES
  19. pyro smoke issue

    hi I have a problem with smoke upres sim. it's normal when I cache lowres. but when I use upres to sim. the result is weird. the smoke has been cut into quarter after few frames. don't know if anyone has the same experience. I tried to solve it with change my bounding parameter setting. but nothing going good..... ( maybe the problem not from bounding box, because the bounding range in normal in the viewport. not sure....) the video and pics attached. issue_1.mov
  20. Computational Fluid Dynamics

    Hey guys, im looking to step up my pyro/fluid understanding and study Computational Fluid Dynamics (CFD) since i already got an engineering background. My question, is CFD preferable to learn for computing simulations in houdini? Or maybe another branch of fluid calculations that i know not of? Thanks.
  21. Hi, I'm trying to replicate the vomit tool being talked about in this GDC talk: I'm getting pretty confused by pretty much every step after simming the fluid. Im hoping someone can help me or point me in the right direction to learn about how I would: Convert the fluid into an SDF Write a script that will have every vertex in a grid sample the SDF Use that value to return a colour value Render out the resulting blob each frame aggregate all those frames into one texture that I can step through in engine If anyone can help me with any information to get through those steps I would be hella thankful!
  22. Flip whitewater boundaries

    Is there an easy way that to size my flip container to ensure that my flip sim and whitewater stay within the boundaries? Thanks Josh
  23. Floating Fountain

    A passion project re-using footage shot a few years ago. The water is split into two sims: the first covering the sphere and the downward stream, the other filling the basin and overflowing around the sides. A total of over 7 million particles make up the fluid sim. Software used: Houdini Redshift Nuke
  24. Hi, I am specialized in Houdini FX, Simulations (flip, pyro, RBD Bullet), VEX and Python scripting also a good experience in lighting and compositing. Currently based in Shenzhen, China (willing to relocate worldwide). you can checkout my vimeo for my work and contact me on LinkedIn. Available for freelance/full-time Houdini FX work and Houdini pipeline development. Thanks, Mahesh MS. vimeo: https://vimeo.com/maxcolor/ LinkedIn: https://www.linkedin.com/in/maxcolor/ email: msmahesh@live.com
  25. Thin Sheet Fluid

    Hey everyone, so after my very long thread (https://forums.odforce.net/topic/44053-implement-kernel-maths-in-vex/) I finally found a solution. The setup works great at 0.05 res, you might have to dive inside the solver and change some parameters to get it work at other resolutions (especially to get the droplets). Here are some test : Emission threshold at 60 (depending on the situation, there might be some abusive expansion, like at the end on the rubber toy, but this seems impossible to fix when you want a full thin sheet) Stretch threshold at 0.75 / Surface Tension 0.5 Emission threshold at 15 / Stretch threshold at 1.25 / Surface Tension 1 Houdini default Flip with Surface Tension at 1 Crown test with 50 Emission threshold (problem with infinite expansion with liquid dropping from the collider) If someone has suggestion to improve it, feel free to tell me I'm still working on fixing the infinite expansion issue, but the emission threshold is doing great until 20-30 depending on the situation Cheers, thin_sheet_solver.hipnc