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Found 664 results

  1. Variable Surface Tension

    Can somebody please help me with this surface tension problem. I have a scene and i want a different surface tension to apply to different group as show above. I want the group 1 to have higher surface tension and group 3 to have a lower surface tension but my setup is not working . SurfaceTension.hipnc
  2. Water Splash

    Hi Everyone, I am trying to create a water splash with separate water trails as shown in the below image. I have created separate sim for splash and main water sim. Using object velocity to emit splashes but unable to get proper shapes of water splash as per reference. Any ideas or suggestions will be of great help.
  3. Dear Houdiniers, I am doing a heavy FX shot, mostly FLIP colliding with geometry and whitewater from that FLIP. I need to cache multiple .sim and .bgeo.sc sequences for various different SOP and DOP nets. It WAS..... all working fine, but now caching anything it seems, whether "save to disk" or "save to disk in background", doesn't work properly. In save to disk it seems to hang and when in background randomly decides to finish early and jump to 100%. There seems to be no pattern to the amount of $SF it gets to, at least none I can discern. I have tried down rezing it and allowing caching to disk to no sucess. I hope someone can help. This is a shot that may land me my first job in the industry, fingers crossed! Cheers 5D PS: haven't included .hip because it has so much cache all over the place. Should I upload it anyway??
  4. Hi all, after running a guided ocean sim, I have meshed the particles using particle fluid surface, and the resulting surfaces have a “bottom” layer which I would like to delete. Using connectivity SOP and setting the type to Primitive exposes attribute called class, which gives me integer class. Then I used group expression and gave the group name called “kill”. in the Vexpression, I used @class == 10 10 being the class of primitives that comprise the bottom layer that I am trying to delete. Then I put down a blast, and by putting in the group “kill” that I made in the group expression, I am able to delete the bottom layer. so far so good. Only problem is, the class numbers change depending on the frame. So, while class 10 might be the bottom layer that I am trying to delete on frame 1, at frame 2, the class name has changed to something like 12, and my group expression and blast no longer work. How can I use this method when the class changes every frame? If there is a better method to procedurally delete the bottom layer of mesh throughout the frame range (say, 1 to 168), I would love to learn about it. Thank you
  5. Hi Friends! I'm trying to do a floodwater simulation and whitewater came nearly to 1TB, what is the best method to render this as particles or the VDB?(for production use) I have to send this to the lighting artist, sending 1TB caches is tough to deal with for us, looking for help on optimizing
  6. Large Ocean emerge collision issue

    So I have been trying to emerge a temple from under the ocean. but I keep getting this weird collision when it comes from below the water. Looked everywhere if anyone had the same issue, but couldn't find anything. The model is from kitbash and I believe I clean it up and polyfill it so it is watertight. I tried to use another geometry like a super quad from Houdini and that created realistic collisions. Not like in the picture. It seems like it is using the whole bounding box of the vdb of the temple to move the particles. I have collision detection in the solver as Move outside of collision Ocean_emerge_02.hiplc
  7. Hello all!, I am trying to create two different flip sims, which should collide with each other. Sim A is a flat tank, with a suction force and some vortex force. Sim B is a simple sphere emitting fluid. I want Sim B fluid to collide with Sim A fluid. Problem is if I do these inside one DOP network, Sim B inherits all the forces attached to Sim A, I am trying to prevent that. Maybe I'm overcomplicating this whole thing. Any ideas on how I can get them to collide with each other? Please refer to the attached hip file. Thank you all for your time. TwistForce.hipnc
  8. Hi, I still haven't managed to figure out if there is a "right" way to bring in geo/volumes into a dopnet for a flip sim. I have been doing it using a flip source that converts some geo to a volume and then I used the volume source in the dopnet. But the flip solver also needs a flip object as input into the first input pin - even if you hook up a volume source into the last pin. And there is also a default cube in the sop path in the flip object node. I was just wondering why the solver needs a flip object if i'm using the volume source? Thanks
  9. Houdini.School Velocity Forces

    I am happy to announce that https://www.houdini.school has launched and you can get 15% off now through July 27th, 2021. I'll be joining a host of talented Houdini teachers, like: Debra Isaac Kate Xagoraris Beck Selmes Christopher Rutledge Justin Dykhouse Jeffy Mathew Philip Nicholas Ralabate You can learn more about my Velocity Forces class here: https://bit.ly/houdinivelocityforces Teaser video for my Velocity Forces live class: https://vimeo.com/577928177
  10. Push outside Fluid Surface

    Hello, I made a Fluid simulation and I added a particle fluid surface to it, is giving me very noisy mesh where the fluid is making contact with the glass, I tried using a Boolean, but the liquid is not making contact with the glass. I tried using a Poly Extrude, but is also inflating the other parts of the fluid and is making it look bad. My Plan B is to use a Poly Extrude on the glass to make it thicker and use it for the boolean, but I wanted to know if there is something wrong of what im doing on the Fluid configuration
  11. Hello I have an animated Object and when I apply a hero rdb object then the animation is gone and my object is just falling down into the water... But I want it to float on the surface after it has touched down. How can I achive that? Thanks for advance
  12. Hey guys, Recently I faced the flickering issue on the flip simulation. This flickering problem appear when I simulate with custom collision wall. What I want to be is simulating with animated walls which around flip box without any flickering. Because Flickered particles cause flickering of White water and it looks very weird. Is there anyone who can help me? Thanks, in advance! collision_error_test.hip
  13. Hi, I am trying to create a flip simulation of an animated character, such that the surface of the character looks like a violent ocean. So far, my attempt has been to create a character body with suction fluid, having some emission as well. However, I am not getting the effect I am looking for. The fluid surface created by the suction force is very smooth, but what I want is for there to be ocean waves flowing around in the surface of the character, if that makes sense. Have a look at this video: Basically, I was hoping to get the surface of the character looking like the ocean surface in the video above, instead of a flat plane as the base mesh, it should be the character. Any help is greatly appreciated.
  14. I'm trying to create an animation of a ship rising out of the water and simulate the water on it. But the animation is so fast that sails and thin ropes are not recognized as collisions. Perhaps raising the substep is a good idea, but is there any other way? Ideally, the collision should be as clean as this
  15. Hey I am trying to achive the effect of floating but with an animated alembic object. I have tried the feedback scale in the flip solver but this doesn't help me just nothing happening. So now I am asking here, if someone has an idea how can I make a animated object float in a FLIP Sim, help would be very appreciated. The object is the starship rocket stage from SpaceX if someone here follows spacex - it should land in the ocean near Hawaii - I've done a short animation but now I dont know how to make it float... Thanks in advance Flipbook_animation.mp4
  16. Hi there! I have a FLIP + whitewater simulation I'm putting together and trying to figure out what's causing these popping artifacts in the simulation? They seem to pop up every time I try to start playing with whitewater! Preview attached-- thanks for any guidance! whitewaterJitter.mp4
  17. Hi guys, To complete a personal project, I'm looking for a tutorial about the interaction between FLIP and Grains. Thanks for helping.
  18. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  19. I am simulating a beer overflow and somehow I can't get all the particles to slide down the collision geometry, which creates artifacts when meshing the simulation. Friction is set to 0 for both the flip object and staticObject (not animated), stickOnCollision on the flipSolver/volumeMotion is off and I have also set collision detection to none under the flipSolver/ParticleMotion Any ideas of what to try? Thank you (All the blue particles on the side of the pint don't move much towards the end of the sim)
  20. Hello forum! I'm trying to develop a specific effect where I try to source multiple "blobs" into a popfluid or flip setup and then trying to keep them separated through the simulation. As I already learned there is no option to have the surface tension handling multiple surfaces/volumes - so I'm looking for a solution that bypasses/hacks that. My current idea is a VEX or popvop solution where I find the nearest point, check if they are sharing the same class attribute they inherit when sourced. then either attract the point (if sharing same class attrib.), or repell (if they are not sharing the same class attrib.). I was wondering if someone had been doing something similar and could share some thoughts on this (or another) approach. Just wanted to make sure I'm not missing something obvious/simple before I dive in. Like Constraints, or micro solvers that could be helpfull, etc. Any hints are appreciated. Thank you very much! I've attached a little sketch to help understand what i'm trying to achieve.
  21. Hello, I have a sim set up using flip objects with geo copied to points. I want to be able to delete 5% of my points every frame after a specific frame, so there is a gradual deletion. I referenced this post which triggers from frame 1. https://forums.odforce.net/topic/29024-delete-5-of-points-every-frame/ Can I achieve that same setup, but trigger it from a specific frame number, rather than from frame 1? I'm a beginner and still getting my head around vex. Any help is appreciated. Thanks.
  22. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo SideFx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  23. Render Flip Mask

    Hi, I have a big splash into a large ocean extended and I would like to render separately de mesh into the mask and the other one, but I can't find the way. Does someone know how can I do this? Thank you very much.
  24. Use deforming geometry as FLIP source

    Hi, I have a question that I've been trying to figure it out for a long time! I have a sphere that is constantly pulsing scale 0 to 1 and moving up, and I want to use this animated sphere as FLIP source, so it makes a fluid wave effect that gravity effects it, but how can I feed this deforming geometry to FLIP solver? I tried multisolver with sopsolver, but it generates particles overlapping every frame! What is the best way to do this? Thanks.
  25. Hello guys, I have a flip sim that levitates some of the fluid based on a group creating new points each frame (group created within a SOP Solver in my DOP) I then manipulate the sim data after the Import Particle node to surface it etc... the usual Flip workflow. My question is that I had created a color based on this group in DOPS (with a Pop Color), and I want to keep this data. How can I recover this group? Cheers
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