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  1. Why surface tension utterly useless in Flip? What's the issue: Fliptank initial, using narrowband. If surface tension enabled, the entire surface is full with artifacts. It actually looks it raining onto the surface. Does anyone have a solution for this? What I already tried; Playing...
  2. Hello, I'm new here. I've been trying to achieve a close-up look of liquid, similar to the crown title sequences. I'm not sure if it's created using VDB, FLIP, or a mix of both, but I'm stuck at the moment. Could anyone suggest other methods I should try? I'm specifically aiming for the lo...
  3. This is the simulation I'm currently working on, where the character interacts with a flip object as if entering it. The larger middle section represents the character's head, and the other two sections are the hands. Unfortunately, due to an NDA, I can't provide the flipbook with the character...
  4. https://ibb.co/Y2N8z8B Made a grid to use its points as your particle sources connected a pop net to it In the pop net i mainly edited the POP Source Source Tab: changed geometry source to "use first Context Geometry" to use grid points as sources...
  5. Hey, I'm starting this thread because I am working on a very large and calm river at the moment, so I have to invect a stable and constant velocity, without too much craziness. - volume source "add" just keeps getting stronger and stronger, even with a very low value it will keep powering up du...
  6. Currently, the SOP Flip is being used to create a sea. I am using Narrow Band to simulate the interference between the waves and the ship, but I want to make the Band Width thicker because the splashes are not thick enough. I went into the node and adjusted the Band Width of the Flip Solver in D...
  7. Houdini FFX Collection Get it here: Gumroad: https://davidtorno.gumroad.com/l/ffxcollection FFX Collection is a collection of scene builds and techniques for the intermediate users of Houdini. Those looking for quick setups, wanting to get more familiar with VEX use cases, and wan...
  8. Hi, I'd like to set up a simulation where there's a small container, and half of it will be filled with liquid. The initial state of the liquid should be static, like a cup of water left on the table for a long time. Then I'll introduce a rigid object to collide with the liquid. Sounds simple, right...
  9. Hi, I was wondering how to approach this effect since I tried an approach using particles on a flip solver and on top of that adding a pyro simulation to recreate the mist. But I'm having trouble to achive the "cone" look (attached image) since it keeps spreading and losing power while the part...
  10. Hey, I have 2 Flipsources and want to change the color if they get close to each other. I´ve tried splitting the two sources and using a MOPs Object Falloff in a Sopsolver, so i they get close to each other a Mask should be created. It´s quite buggy and doesn´t quite work. The m...
  11. Okay I feel like this is a pretty meaty topic. I have been working on it for ages and i cant find a solution. I have made a pretty elaborate clip colour mixing sim. Folowing somthing similar to this ==> Its a pretty well known set up but I wanted to add a colour infection setup into this...
  12. My popular Custom Velocity Forces class just got UPGRADED! Previous students enrolled should already see the updates now. For new students you can enroll here: Learn more Thanks for the all the support everyone! Updated promo video for the class:
  13. i try to create this effect with flip simulation but I can't.... pls help me https://www.youtube.com/watch?v=DHRSkRLJpqU
  14. Hey, quick question: do you know if you can make flip particles stick to an SDF surface? When I try the usual workflow it fails completely. Is it actually possible at all? So just emiting flip and stick it to a deforming surface when having contact.
  15. Hi. I am testing FLIP sop, in particular "flip configure lava". As a temperature input "anoise" was used. I would like to animate it but when you animate anything outside the solver it is obviously not updated within a sim. If I were about to make it with dop network I could have make a wrangle with...
  16. Hi all I'm stuck with this. What is the best way to mix two fluids that have different parameters (i.e viscosity)? Both will have different shadings. Any ideas. Attached reference scene. Thank you very much to all Mix_flips_RnD.hipnc
  17. I have attached my Houdini file, containing my simulation for a paint along my logo. I am using FLIP Fluids and multiple collision objects. I don't think this is the best way, manually key-framing multiple objects against a flow object, and I don't know how to achieve a constant flow. Please give su...
  18. Hi... I have created a scene where ocean waves hit sand... Used the beach tank from Oceans tool shelf. In order to accomplish the wetmap on sand I have taken the following steps: 1) Cached out the fluid surface cache 2) Scattered points on the fluid surface and added @wetness = 1 attr...
  19. TOPS PDG question. What are some common causes for your TOP network render to fail (no tasks completed) even though there are no errors ( all green icons)? This happens repeatedly for me when running a FileCache TOP on a simulation. All tasks get executed very quickly but nothing is cached. Doub...
  20. Hello guys I'm building an lazy mood river I saw an reference that would fit exactly what that i need, it is something like those diffefent water flows. I'm wondering how to achieve this Pyro smoke 2d custom flow??
  21. EDIT* Solved... sort of... it seems that you can't do it in one sim. First do an rbd with forces pushing up below the "waterline" and down above it to simulate gravity. The do a low res flip using the rbds as coliders. Then advect a new rbd sim with those velocities. Then do a high res flip. So lo...
  22. Hi Everyone! I've working on this effects (see the reference above) for a couple of weeks now but I still haven't grasped the proper way to achieve it. I have tried ocean spectrum on deformed mesh, and I have tried to built a collision geo and use some particle velocity as wake to parting the r...
  23. I intend to use the value of Flip's Vorticity to trigger new particles to simulate the bubbles. It is not a white water system. They can affect each other, just like the role of Realflow's Filter effect.
  24. Be sure to check out the course at https://www.cgforge.com/course/fluids-i Cheers!
  25. I'm trying to animate this honey scene and wondering how I can improve the scene to feel more natural. It's still too nervous to be production ready and doesn't feel super natural yet. Any ideas? meshed-.mp4meshed-.mp4
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