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Found 596 results

  1. A small fluid-related question

    Hi, Currently, I'm working on a small sim where a character gradually fills up with water. I'm trying to have more control over the emission rate, when using the emit particle fluid shelf tool. It seems like the "Scale Source Volume" slider on the Volume Source DOP has been removed. Normally, it would be found below the "Activation" slider. I attached a screenshot of the parameter view of said node. So, my question is as follows: where can I find a similar parameter in Houdini 18? Best regards
  2. When you have complex ocean spectra layered together using masks with varying speeds, and even animated timescales, retiming them while keeping the same approved look becomes a technical challenge. In this lesson you will see how to achieve this as a procedural post-retime operation, without having to modify any ocean spectra individually.
  3. FLIP volume loss: water wheel

    Hi folks, first post here. I've been doing some tests with moving FLIP containers, and for the life of me I can't seem to fix this issue with particles disappearing into the collision mesh. This example uses 10 substeps on the DOP network just to rule that out as an issue (though it doesn't seem to matter whether substeps are there or on the solver itself), and the collision mesh is run through a collision source node, which does generate reasonable looking collision velocities (viewed using the FLIP source guide). I've tried reseeding and turning on particle separation with similar results. Scene file attached - would really appreciate some tips, thank you! Water Wheel v_01.hiplc
  4. Choice between Ripple Solver or full Flip Sim

    Hello, I need to produce fluid animation to get close to this reference picture: The left side should be a very soft wave hitting and bouncing on the bottle, the right side should be a bit more agitated water but still very smooth in general. My dilemma is that i'm hesitating between "faking it" and using a mix of ripple solver and other "non-sim" ways to deform a mesh, or to go for full on flip sim. From what i tried already, and what i read, having very calm/subtle flip sim is not easy to achieve at all, so i was thinking for now that the first "faking" solution would be more appropriate. I would be very interested to know how you would approach this situation. As an example, this is what i'm getting for now for the left side with a simple ripple solver and some caustics. The caustics helps a lot to make the render interesting but the movement of the ripple is a bit boring for now.
  5. UV on FLIP using Rest

    I know this question has been asked on here a few times but I still cannot seem to get a straight answer. I watched the 16.5 FLIP masterclass on how to use the dual rest solver but the thing is Jeff Wagner never actually got it working. If you open his scene files and disable/enable the VOP node you can see he actually didn't do anything- it's the same UV result either way coming from the UV Quickshade. Then I tried to read up on the Dual Rest and Dual Rest Solver nodes, to which there is essentially no explanation in the Houdini help. And while I understand the concept of the Rest SOP measuring the distance between initial positions and deformed positions on points, I still don't understand how to translate that into UV space. So I want to just put this to bed by asking a straightforward question and hopefully receiving a straight answer! (Please no links to other threads I literally have been down a rabbit hole on this several times with no good answers). I want to take the rubber toy test geometry, add it to flip with simple fluid source and FLIP object, use gravity to smash it against a floor plane. Outputting dual rest attributes from the flip solver. In this scenario, how can I- a - take the initial UVs from the geometry and have them deform with the sim b - take the dual rest attribs and use those to UV on my own with a procedural texture
  6. [SOLVED] @P in Flip/POP Vexpression

    Hello everyone, I am currently working on something with FLIP Fluids and need to decrease the POP Windforce depending on the distance to a point. I assumed I could use the Vexpression inside the POP Wind but I can't seem to be able to access the particle Position. I have created a basic HIP file. Inside the AutoDOP Network, you will find the POP Wind in which I'm simply trying to export a test attribute that should be "@P". I've already tried a couple of things like Google, reading the float values separately ("@P.x"), or simply using it like I would use VEX in SOPS ("float length = length(@P);"). I am sure there is an easy way that I haven't found yet or a logical reason why I can't access "@P". Any help would be appreciated! Position_in_Vexpression.hiplc
  7. Was experimenting with the fluid sims and I had an idea to make the fluid affect the object as if it was a paint for e.g. if we threw a red paint bucket on the wall it will leave stains behind.
  8. Hello Everyone I am mixing fluid colors in a pretty simple small scale flip simulation. To that point things behave as expected. This is the problem that I encounter: I set the desired color to my emitter (let's say it is required to match an existing product), the Cd attribute is then transferred between neighboring particles throughout the solve. Ok there. The problem is that, as the colored fluid dilutes inside the clear liquid, the colored fluid then darkens unacceptably and the two never really blend into each other (I believe in real world, the darker color would remain the same or lighten as it dilutes into a clear liquid, depending on the viscosity). This is partly due to the 'at distance' control of the 'transparency color' but in my case I can only set it correctly to either the stream (thin) or to the contained fluid (deep) but not both. Also I am not yet capable to build shaders among other advanced techniques. I would need the color to match a rose pink troughout the simulation. Is anyone able to manipulate some attributes upstream or knows how to render this correctly. Many thanks V Here is a simplified Hip sim easier to move around https://www.dropbox.com/sh/26nzu9mve1ztcmb/AAD3mw4w1hX9O1sXpgeGaDLZa?dl=0
  9. Hi all, new to the forums and new to Houdini although I have a long history in Maya, I have never really gotten much into simulation until now. I've been messing around with the shelf beach tank to make a simulation of waves for a project I'm working on, but I'm a bit stuck on the caching phase. Currently I have a file cache for my fluidcompress and then one for after my particlefluidsurface that then goes to render. Everything seemed to be okay, but I wasn't really able to scrub the timeline without long cook times seeming to come from the Import DOP I/O node. Rendering with Renderman also would get stuck on generating scene. I saw that you can save to disk right in the DOP I/O, but I'm going with a final particle separation of about 0.07, ending up in 6 hour cache times and 100+ GB for 150 frames. I'm guessing this is normal? My machine is 32 GB RAM with a Ryzen 7 2700X CPU. Just don't want to waste time and space on something that was not the best solution. I am left wondering if instead of the DOP I/O node I should be using a filecache after the delete_boundary_layer node, since that node seems to get rid of a lot of unneeded particles? Or maybe I am supposed to be caching in the beachtank_initial geo after the wavetank? Before the OUT null? I was under the impression that once I've cached the compression node that Houdini would have all the information it needs to render the surface that comes after and wouldn't need to "cook OP" the import_fields from the DOP I/O. TL;DR Just caching compressed and particlefluidsurface I'm getting long cook times when going to new frames, so where else should I be caching before that to speed things up? I've attached a screen of my node tree to show what I mean. Thanks in advance, really trying to wrap my head around the best practices and make sure I am not missing a step somewhere.
  10. Stormborn Studios First Reel

    Hi guys, Happy to share this with you! Let me know what you think! Cheers, Manu
  11. Hello guys, I am learning Houdini and I am currently working on my personal project where I want to combine RBD fracture and Flip simulation. I have found this video which represents exactly what I want to recreate - https://youtu.be/8XgSvg1Fylk I want to have an interaction between the fractured pieces with constraints and fluid simulation. I did manage to achieve of similar result with RBD solver but unfortunately, I have found out that RBD solver does not support glue constraints. I did try to use also the bullet solver but that didn't quite work. Could someone help me how to achieve of similar result like in the mentioned video? I would really appreciate any advice. Thank you.
  12. Hi guys, had a quick question regarding FLIP + RBD + CONSTRAINTS. i am trying to build a beach scene using FLIP. what i ultimately want is to have a small fishing boat, tied to the beach by a rope. so the fishing boat itself is affected by the sea waves, but is "constraint" by the rope (so it does not just float away). so far, i manged to get WATER simulated by FLIP + fishing boat as RBD object (volume collision) which is affected by the waves. i am bit lost on the ROPE part. initially thought of setting it up using HARD CONSTRAINT, but so far, can only set that up using BULLET SOLVER with packed primitives. could [WIRE SOLVER] interact with FLIP + RBD and constrain the boat? any idea or suggestion is much appreciated.
  13. Volumetric Temporal Deflicker 2.1 to Houdini 12.1 to 18.x Deflicker VDB/Fluids by analyzing areas of voxels, creating temporal volume gradients and use this info to interpolate those areas based on temporal volume falloff. It is very good at deflicker slow-motion fluids. Very easy 1 node solution to your flickering fluids or VDBs/volumes in general. Available on Orbolt (normal and studio versions) at https://www.orbolt.com/asset/RodTD::Rod_vdb_averaging Available on Gumroad at https://gum.co/deflicker Rod Tebisx | Senior Creature FX Technical Director at Framestore London Overview:
  14. white water + flip meshing questions

    Hi everyone, recently picked up HOUDINI, coming from 3ds max. loving HOUDINI and its workflow! been doing some experiment with white water + flip, and had a few questions. the scene is based on the whitewater shelf tool. i have been tweaking the settings to get more detail and a more realistic look. the scene is rendered with redshift, with some basic shaders, so please excuse the rough render. attached a short test render for reference. Q1, FLIP MESHING thickness? blobbiness. the FLIP particle looks good, but when i mesh them, feels like i am "loosing" quite a bit of particle details and the mesh always looks bit blobby and thick. i have tried adjusting [particle separation] parameter down to 0.1 to get more "detail" into the simulation itself, and it helps. however, still feel like the water feels too blobby, as shown below. is the only way to get the thinner flip mesh to go with add more particles? i had tried reducing @pscale and [droplet scale], which does produce "thinner" looking fluid, is this the right workflow? but once this parameter is tweaked with, the White water particles (more information below) seems to "float" above the water mesh. also tried adjusting [influence scale], reducing it seems to retain more "detail" on the fluid surface, but noisier, is the default value a good value at production? Q2 WHITE WATER particles floating on top of fluid Mesh. the white water particles seems to be floating above the mesh water line, i am assuming its because white water is calculated based on the FLIP particles, not mesh. where meshing seems to change in its volume based on filtering and other settings. is there any way of marrying them better? Q3 BEST METHOD RENDERING WHITE WATER with REDSHIFT I am currently rendering WHITE WATER as simple particles with motion blur. was wondering if this is best practice to render white water with redshift? for example, is it advisable to separate the WHITE WATER as a separate pass? and comp them in post? and any other general TIPS and feedback is appreciated. apologize regarding the long post, and thank you in advance for any suggestions! have a great day all! waveBB.mp4
  15. Hi. I encountered a problem while studying Flip. how can I handle a flip out of the flip tank? I'm making an extorted ocean through a flip flat tank, but as I keep expanding the bounding box because of the flips that go over the bounding box, there are too many unnecessary flips. Should I just erase the flips that go over the bounding box? I am curious about the general way of working. thank you.
  16. Houdini Nebula RnD

    Hello everyone! I would like to show you my new Houdini Nebula video ☄✨ It is based on a FLIP sim driven by noises and then color-corrected in Nuke and AE. I originally wanted to approach Teun van der Zalm's nebulae looks and I'm quite happy with the result ! Feel free to give me your opinion, thanks for watching ! I also did this video some times ago, again a Houdini Nebula RnD video but another technique was used : the nebula was slice-rendered and colored exclusively in After Effects :
  17. Select collision particles

    Hi, I have a geo diving in flip Problem: I like the ripples at the beginning, but I want to slow down the ripples that get too high Question: how can i select only the particles that collided with the geo? I want to add the particles that collided with the geo to the group and limit their speed or maybe add a drag force to the selected group. Is this approach correct or is there any other way to keep the low ripples and slow down the fast ones? Thanks IMG_6198.MP4 Also online preview https://yadi.sk/i/yxXCQ8Yghz11Jg
  18. FLIP tank shape other than cube?

    Hi every one. Is there a way to get any other shape of flip tank? I can just simulate it in the tube and give it a time to settle, but it would be easier if there is an option to make tank cylindrical. Thanks. Tom
  19. Hi everyone!!! Started to study houdini. I have separate elements with velocity setup as I want, but couldn't find a way to add any one of them to drive flip fluid. How can I add a velocity of the mesh or curve or the volume to the flip fluid? Or maybe someone can share a tutorial about how it works? In the end trying to create a chocolate swirl or vortex. Thanks.
  20. Hi, I was just wondering if the following behaviour is normal or rather it should be seen as something concerning. Simulation is rather coarse, particle separation at 0.3 but the tank itself is pretty large. Thank you.
  21. Jet Exhaust and flip sim interaction

    i was working on a project. i need some tips for interacting flip sim with jet exhaust like this in the video timestamp 14 sec any suggestion how to achieve that?
  22. Flat tank water line warping/sinking

    I am noticing a strange effect of 'sinking', or warping of the water line level of the flat tank around the back portion of my collision geometry. It's like a big invisible blob is pressing on the liquid surface. I have attached two cross sections taken from the back and the front of collision geometry. In the attached cross sections a discrepancy can be observed between the front and back relative water line level of generated flip sim. The red line represents the 0 elevation of the water line. The collision geometry is generated from a ~100m vessel. Has anyone encountered something like this before?
  23. I was just wondering why it is so hard to get help om the topic of larger scale FLIP simulations, like oceans and similar... In the span of a few weeks I opened a few threads here and in the official houdini community forum and I have gotten zero replies. It would be helpful to know if this is some kind of a taboo topic in general.
  24. Hi guys, I'm wonder how to active volume vel with just some emitter or just on some volume source. Example; I have a water in the glass. I want to swirl the water, So I create vel field for that and use to volume vel by copy in operation mode(have image). So now my water in the glass is swiling. And then, I want to put some red juice to the glass while water is swirling. The red juice will be go downward and swirl follow the water. The problem is!!! ... When I emit my red juice to the glass, the volume vel have effect and active to my red juice too. that wrong, I don't want that . So how can I active volume vel just only with flip souce1(Or water in my example) and not active on the flip source2(or red juice on my example)? Thanks for every reply.
  25. Flat tank behaviour / FLIP sourcing

    Hello, Would anybody have an idea about why the following seems to be happening around the boundary region of my flat tank / FLIP sim? This is a moving tank, with animated size and center. These are the imgs:
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