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Found 7 results

  1. Hi! I'm pretty new to Houdini but am really interested in using it to form the basis of an sculpture/design tool for real world object creation. I've been working through the amazing tutorials/files of Ben Watts and recently Dave Stewart but have hit a road block. Using Dave Stewart's .hipnc file, I'm dripping a liquid (wax) which hardens on impact with a static object, the emitter activates moves and deactivates every 48 frames but currently I can't get past 5 drips before the sim starts nearly doubling in time per frame. (granted I'm using a 2018 15" Macbook Pro which I'm looking to add an egpu) Frame 190: 5min Frame 200: 10mins Frame 210: 30mins Frame 220: 120mins My question is can I 'freeze' each of the drops so they're not being calculated every time? So once each droplet hits the static object it becomes a static object itself. Ultimately I'm wanting to create hundreds of droplets much like a stalactite but at this rate it might be faster to do it for real :| Dave's link below: drive.google.com/open?id=0B4ni3j-ZLbj5Y1o4NEdqZDczZjA Many thanks in advance Simon
  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. Fluid surface UV question.

    Hi folks, I'm a games artist and am new to Houdini and I'm looking for a bit of workflow advice for an effect I'm trying to achieve. I'm wanting to make a melting head. I've got a UV'd head and I've put a skull mesh underneath that will be revealed. I've added a viscous fluid melt operator and the head melts and drips nicely. I would like to put it into UE4 as a realtime effect. The issue I'm having is that the melt mesh has changing topology and I need stable UV's so that I can apply my head texture to it. Is there a way to do this, either by taking the UV's at the first frame of the sim or by point deforming my undistorted head mesh to the simmed mesh. Or should I consider another way of achieving this effect? Any thoughts would be appreciated. Cheers, Paul
  4. Ghost in the Shell liquid FX

    Hi everyone! I'm working on a project simulating similar liquid effect like the open sequence in Ghost in the Shell. I wonder if there is any tip to achieve something like that. Is it as straightforward as animating the collision geometry with a little bit viscosity? It doesn't seem to be that easy since I need a very thin layer to cover the geometry. Any tip or thought are welcome!
  5. Bullet through viscous gel

    Hi everyone,I was trying to achieve a bullet passing through high viscous gel. I started with a keyframed bullet which passes through a flip cube. I am using the suction force option to make the flip particles retain shape. I can't get it right at all. Always particles are bursting out. I am attaching an youtube link to the reference. Ranadeep FD TD Dneg
  6. Guys, any tip on how to get rid of those stripes and the tiny bumps? The simulation is pretty high res. Particle Separation is at 0.01 and i'm simulating it with 5 substeps. I think, for the stripes, it could get better with more substeps but it's already taking forever to simulate so i'd like to check if you guys could recommend me some cool approach. Here's an image and a video showing the sim. Thx
  7. cmiVFX Releases New Houdini Frictional Viscosities In Motion High Definition Training Videos for the Visual Effects Industry Princeton, NJ (May 24th, 2013)‚ cmiVFX has released Visco-Elastic Fluids in Houdini. This video is based around the theme of Learn, Test & Create. Firstly we'll be covering basic ways of producing a Jiggly / Squishy effect without heavy techniques. We'll also be learning about adding Microsolvers into Houdini's solvers and using a ready made group of microsolvers wrapped in a digital asset. Next we'll cover a workflow for Testing the different parameters of a simulation. As sometimes there are many different values you'd want to try, we'll set up a simulation and run it many times with certain values changed - then bring them all side-by-side for comparison. Finally we will Create an exploding egg with elasticity, setting up egg white and egg yolk in a cool slow motion scene. As a bonus chapter, we will create an "Exploder" digital asset and import forces for use in Fluids / Pyro / RBD. This video also looks at some brand new Houdini 12.5 features such as Open VDB tools and the Point Wrangle node. VIMEO TEASER https://vimeo.com/66951165 Short Description This video covers going deeper into Houdini's Solvers and DOP context. Using microsolvers and digital assets we'll add Visco-Elastic functionality that isn't in the FLIP solver by default. We'll follow a path of Learn, Test and Create which could be applied to any new techniques and effects you might try in Houdini. NOTICE TO VIEWERS: (A basic understanding of SideFX Houdini functionality and use is recommended before viewing this lesson.) Here at cmiVFX we maintain a current training library for the latest versions of popular software titles. When it comes to high end CG and VFX training, there is only once choice... cmiVFX! |||||||||||||||||||||| Houdini Frictional Viscosities In Motion |||||||||||||||||||||| http://cmivfx.com/st...nal Viscosities Chapter Descriptions Jiggle And Squish To start off we'll be looking at some methods of achieving some jiggle and squishy motion without using flip fluids. The aim is to see if we can get a good result with lower level tools instead of diving straight into a higher technique. This could save a lot of valuable time developing a shot. Microsolvers Intro This chapter is about getting a better understanding of how microsolvers work within a solver. We'll perform some R&D to recreate how non-newtonian fluids act in real life, adding extra functionality to the base FLIP solver. Elasticity Intro We will be using an asset that uses some microsolvers to add Visco-Elastic properties to the FLIP solver. Much like if handed the asset in a production environment, we will learn how its created and cover the basics of how to use it. Tests Create Now we know how microsolvers and the elasticity asset work, lets create some tests to see the effect different parameters have. To start with we will set up a zombie head to melt into gloop. Tests Wedge In this chapter we will look into how we can efficiently run a simulation any number of times, changing values in each version. We'll set up 5 variations of the same simulation using Takes and the Wedge Rop, and cover how to use either random or precise values for each. Tests Mesh With our simulation variations cached to disk, we can use the wedge ROP again to mesh each one. We will also look at some new features in Houdini 12.5 such as Open VDB and Point Wrangle. Tests Display As a small final chapter for this section, we will lay out our different tests side by side so we can directly compare the differences in each one. This will really emphasize differences and allow for direct comparisons. Egg Setup So finally lets create! This chapter we'll get our simulation up and running. We'll create an egg that has different color, viscosity and refraction for the egg white and yolk. Egg Elastic In this chapter we will create a flexible system that will give us impulse / explosion velocities. Alongside this we can add on the elasticity asset and get our egg looking cool! Egg Finish Finally we'll cover some finishing touches. I'll look at the final simulation and mesh settings i used, as well as looking into notes points for rendering. We'll use the new Open VDB tools to create the egg yolk interior and add our custom refraction parameter into a shader. BONUS! Exploder Asset As a bonus chapter, we'll look into turning the system we made in chapter 09 into a digital asset. We'll then use this asset to affect Pyro / Fluid simulations and RBD's! About the Instructor Craig Tonks is a young VFX Artist out to create beautiful and exciting images. With an MA in Digital Effects and a growing number of VFX jobs under his belt the future is bright and fun! His passion for playing in Houdini whilst combining both artistic and technical methods makes for fun and explorative videos. Always on the lookout for work, friends and feedback you can contact him at: craig@mrtonks.co.uk Additional Credit Special Thanks to John Lynch for his research and hard work that resulted in this excellent visco-elastic flip OTL asset. (included in project files) Project Contents All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you! This video is available today at the cmiVFX Store: http://store.cmivfx.com/ About cmiVFX cmiVFX is the leader in High Definition Video Training for the Visual Effects Community. Register for FREE and receive hours of FREE content at the cmiVFX Video-on-Demand Player.For additional information about cmiVFX, visit http://www.cmivfx.com or email eric@cmivfx.com © 2013 cmiVFX | cmiStudios | cmiUniverse. All rights reserved.
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