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  1. 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 suggestions. Many thanks! https://drive.google.com/drive/folders/1nStkBKHvVOi8k6e8A_uOLiCwCafBLvBY?usp=share_link
  2. 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 attribute 3) Used group bounding box delete to only keep the points near the shore 4) Scattered points on the sand surface and added @wetness = 0 attribute, points inherit UVs from sand - note sand geo has UV textures applied on the diffuse and other channels. Y axis projection, scale = 15, 15, 15. Resolution 8K. 5) Created another geo and object merged from #2 and #4 6) In that geo created a solver that: - copies wetness attribute from previous frame of the sand-scattered points onto current frame - uses attribute transfer to transfer wetness from fluid particles 7) This works great... so I have points scattered on the fluid particles transfering wetness attribute to points scattered on the sand particles. But how do I convert that into an animated map that I can load onto the original sand object? How do I blend that map with existing textures? - I have tried to follow a tutorial where author created a vopcop2 generator in img context and created the flow in VOP as per attached file - But this is not really working well... (a) its very slow (b) I get a small something that doesn't seem to animate or read the exact details of the points. Is there a better way do do this? One that might actually work? Huge thanks.
  3. 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. Doublechecked and my DOP Network and Default Object paths are correct.
  4. 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??
  5. 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 lots of back and forth... Hello! How do you achieve this sort of thing? https://vimeo.com/153607646 or https://vimeo.com/312753480 I can get fractured rbds to float on water but i can't get them to work when I try do do it with constrains and colliders like the above examples. I have a scene with fractured geo (using material fracture sop) and a dopnet with geo as a "fractured object" (not packed) . This is held in place with glue and pin constraints. I have the flip (flat tank) solver feedback set to 1 (I've tried all different values, 0.1-10) and the merge set to mutual. everything is using volume collisions. I have the fractured geo plugged in to the "merge collisions" in the in the fliptank initial wavetank but i've also tried changing the waterline so there is no intial contact between the rbds and flip. It explodes. The fractured object pieces fly off or sink and the flip is out of control (overreacting to the rbd pieces). Thanks in advance!
  6. 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 river. But none of them seemed worked very well to me. I wonder if someone could help me to with this? Thank you!
  7. 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.
  8. Be sure to check out the course at https://www.cgforge.com/course/fluids-i Cheers!
  9. 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
  10. I'm trying to replicate this effect to learn. I've attached the ref and my flipbook. Feels like I'm close from a setup perspective? Wondering what I could do differently so it feels more sandy. I'm using a flip sim advected by a AA Flow Noise Velocity field. Somehow I don't get the same "sandy" look. Any ideas how to get closer? sand-flip.mov sand-ref.mp4
  11. Hi everyone, I have a question about flip sim as I am new to flip sim. Here is the Flip sim what looks like now. but What I am achieving is, -A Character I got from Maximo (Sonic) jump into the ocean and stick Sonic's head out of the water. What's issues I have are, -FBX's character animation doesn't show up in DOP. Static character slowly sinks into the water, with less splash than video I attached. I have done FBX Character Import, BoneDeform, OUT as null and paste into SOP path in RBD object. -How can I make stick the character's head out of the water from the bottom of the water tank? Probably make switch for active/non-active in RBD Solver? Sorry for my poor English. Hope some attachments makes sense what I am trying to say. Thank you! Houdini File Water_Tank_vODF.hipnc WaterTank_v002.avi
  12. How please, is the best way to go about colliding 3 liquids? What is important is that each can be rendered differently. Thanks in advance, 5D
  13. Is it possible to jack into or change the Noise in Repellents, other than the standard controls? How is the noise calculated? Can we add to it or change it? Add a Perlin noise or custom vel? Vex or Vops? Maybe effected by a POP sim? Or is it hard coded? Cheers!
  14. I always have problems with motion blur for water surface mesh, One time I fixed that problem but I forgot that. as you can see I used a trail SOP to produce velocity for the mesh but the trail SOP creates velocity per point and that's why the motion blur is odd. How can I create proper motion blur for water surface mesh?
  15. Hello, I have a grid , approximately rotated 45 degree by x axis, I extruded it, and I have to make this boolen grid into flip ocean source, but I can't how, Please help
  16. Dear ODForce krew, I am doing a bullet through a fish tank in slow mo. I have simmed only a chunk of the water for two reasons. First so I can have more resolution, and second as most of the tank would not be affected by the bullet, saving unnecessary sim time. I also have a procedural cuboid with ripples (frozen of course at this time scale), that becomes the rest of the water). Where the water is coming out (having chopped the FLIP mesh and cuboid down the middle) I can boolean them together, SORTED. However the other side where the water is going in I cannot figure out an operation to leave me with the cuboid's face and the indented water of the FLIP mesh. Any ideas or knowhow? Thanks in advance, 5D. NB: The cuboid is also essential around the parts of the tank that are not being affected by the glass because the interface of the glass and the water needs to be perfectly smooth, as if I use FLIP there and surface it no matter the smoothing it's not totally flat. NB2: Here's a pic of the glass shatter to help anyone understand what is going on.
  17. Hello Friends, I have a Problem. I build a particlefluid with a normal flip fluid solver. A Object falls with a transform-node in the fluid and the fluid splashes. But when I add the retime node at the end, my mesh from the ParticleFluidSurface disorted between a few frames. Here is a video. Has everyone a solution for this? I tried some settings but the problem remains. Greets Patrick untitled1.mp4
  18. I'm having a bit of trouble with the diplacement working from the ocean flattank_fluid_extended node. I got the volumetric fluid to extend, but getting the displacement effect is giving me some trouble. I'm trying to get the volumetric fluid to follow the extended fluid plane's displacement, but it doesn't seem to follow when I point it to the /obj/flattank_fluid_extended/RENDER vs. the /obj/flattank_fluid/RENDER. What is missing in the extended node that doesn't give the volume the proper displacement? Thanks. This is a bit of a new system, so I'm a bit lost in the woods. The surface is working great, though, and I really love the new system.
  19. Hey ODForcers, I have a FLIP sim and WW, and it was working but now it just emits from the whole FLIP, when it didn't before. It seems to be from Vorticity AND Curvature and makes NO SENSE! I'm trying everything but wonder if there's something obvious I've overlooked. I would upload .hip but there are multiple caches ... so ... Any help much appreciated. Thanks Nick NB: it seems to happen when everything has ZERO vorticity too AND when you turn up vorticity range to say 3000 to 5000
  20. As you can see I used a guided ocean layer from the shelf, But the interior volume doesn't obey the extended surface size. How can I fix that?
  21. I have a FLIP sim and need to art direct some of it and I can't seem to figure out how to push (or pull, guessing the difference isn't a major issue) one side of it in a cone shape. Also I'm hoping reseeding will fill in any weird holes that would maybe start to appear as a static "lump" of water is forced out by the cone? I would upload my .hip and explain my whole project but it is HUGE and currently a major headache I'm trying to sort out myself in the spirit of attempting to learn this beast called Houdini! Thanks in advance for any help. Nick.
  22. Hi guys, trying to find a solution to render houdini flip sim in Maya Renderman, i exported a rib sequence from H, but not sure that i exported all the attributes (something to promote?) the rendering department here, doesn’t see the v att and Cd att in my rib sequence. my maya knowledge is close to nothing and i can' t check what s wrong with my export my first question is : could you explain me, guys, how to export from Houdini, a ready to render Rib sequence for mayaRenderman v21? second question is : is there tricks to read H attributes in maya?, connect it to shaders?, and also get correct velocity motion blur(since it's changing topology classic moblur doesn't work) thx by advance for your attention
  23. Hi I'm trying to melt letter "T" with flip in a way that it creates consistent drops. (I've attached reference image). Trying to play with viscosity and noise but it is either too fluid so that it melts quickly like water or on the contrary... doesn't melt at all. (I have attached hu file). Any help? ))) Thanks. Melting_3.hip
  24. Hey, First time posting on the forums looking for some help with a simulation I'm running. So I'm trying to create an effect similar to the ref video here: The effect is a macro shot of soap bubbles entering frame and sitting on top of a surface with some slight movement at rest. Again nothing has to move through the top surface. My current Idea and set up is to run a flip sim to get the motion, take points from the sim and pin some vellum sphere objects to some of those points at their center to get the soft bubbles "layer" then do some vdb combining of the vellum objects and the base fluid. Am I going down the right lines or is there a better way to mix flip and vellum together? Any input is very welcome along with any tests for similar problems people have faced. Also If this isn't in the right place let me know to move the thread! Can post my hip up if it helps. Thanks in advance! Media1_ref.mp4
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