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Found 144 results

  1. Fluid Problem

    Hey, my problem are these boxes, which appears after some frames. I don't now how to get them away in the simulation. Maybe someone could help me
  2. Hi guys, I have a question concerning the new fluid source in H17. How can i create a pump source from curve (point) to drive a FLIP simulation (technique used to create a boat's wake effect) with the new fluid source pipeline. I'am really confused about the new pipeline, and don't really understand the benefics of that changement. I used to create this simple pump field in H16 with the old fluid source SOP. But now i can't find the way to recreate that, should i use Flip source SOP (can't make it work with curve as input), or the pyro source SOP ? Please if you have any idea to spread this technique in the new Pipe it would be awesome. I'am stucks and tried a lot of setup but no luck. Thx
  3. Hi fellow Houdini masters. I'm still quite new to doing fluid sims in Houdini. I am trying to create an effect of paint-like fluid flowing down a wall, colliding with a bottle and then continue flowing off the edge. I've set up a simple set up with shelf tools and controlling the emitter velocity with simple VEX. So the desired effect is to have the fluid flowing down the entire wall smoothly with a curvy edge, collide and fills up around the bottle, and then continue flowing off the edge and down. The surface has to remain thin, smooth and complete with no holes, similar to pouring paint down a wall. However, here are the problems i faced with my simulation. I've attached the flipbooks below too. 1) The fluid is too thick. I tried scaling the scene from small (<1m) to big (around 2m) and it still looks the same. The fluid gets really really thick when it reaches the bottom. I was thinking that increasing the scene scale would make the liquid thinner but seems like that doesnt do the trick. 2) After the fluid collides with the bottle, I can't seem to force the fluid to go around the bottle and fill back up. I've tried using a pop attractor but the results look unnatural. 3) For some reason, even though my wall volume collider guides look smooth, the fluid doesnt flow down the wall smoothly and seems to bounce off the surface. 4) Even stranger, when the fluid reaches halfway down, they start to float above the collider surface. This is very apparent in the side view flipbook. I thought it was some collision volume offset, but it was set to 0. And in other areas, the fluid was nicely touching the surface. Totally got me confused here! I've attached the hip file (with stickynotes annotations) and flipbooks of where I'm stuck at. Would be so grateful if I can get some tips of how I could achieve this effect. In my mind, I thought it was a relatively simple set up where I can just make a collider and emit viscous fluid down and let it simulate and flow down without changing so many settings. But damn its difficult.. =( Thanks! Wall Flow V01.zip cascadeFall_side.mp4 cascadeFall_front.mp4
  4. As the question is formulated, this is not an A vs B. I have Houdini and it's the heart of everything 3D in the pipeline, but I have worked a bit with Realflow much earlier (when I used to work with Maya) and I wonder if it's worth it to add RealFlow to the pipeline or you think Houdini has everything for fluid simulations. I haven't yet worked with Houdini oceans and fluid simulations, planned soon, but I'd like to know whether I should use the discount period for adding "game changer" applications to the pipeline. I know what I can do with RealFlow, but I do not know how much of that can be done with Houdini. I need small as well as large scale simulations, not just oceans, also playing with fluids (swirling around pillar and other stuff) Why would you add RealFlow to your pipeline if you already have Houdini?
  5. Hi there good folks, So I've been asked to make that famous effect of various colored paints layered upon each other, dripping to the ground. The dripping? No biggie. Getting the colors to NOT mix together? Urgh. Or rather, as the flip sim goes, particles spread under / over the other layers, resulting at the end of ends in a spotted mesh with no real foreseable tricks to get all those to look like sharp separations. Here is a good reference : https://www.youtube.com/watch?v=P6TnO_Rr3G4 And another one would be : https://vimeo.com/225438054 How my work looks so far, you can really notice the spots : Aaaand joining a scene. So how could I proceed to prevent the colours from mixing together too much? I've thought of getting a particle force to repel/attract based on color, but it will just make weird things happen. I've thought of getting a texture in there, but I do'nt see how I could make it look right or apply it correctly to the mesh. I've thought of manipulating various fields, adding some kind of divergence, etc, but really I'm not sure what to do. Maybe it's just a post sim trick, too... Paint_drips.hip
  6. Fluid Drop Simulation issue

    Hey guys! I'm working on a project using fluid to simulate a drop (something like oil drop) falling and colliding with an object. The thing is that the client ask me if I can separate the drop when colliding with the object in another smaller drop and I don't know how can achieve that, I'm looking for something like have different density in the same fluid object or select some particles inside that can be affected for another force but the fluid is fluid, not particles so I'm lost in that! BTW this is the sim (the second part is the fluid). Cheers! gota v1.mov
  7. Hello, I have a problem with a FLIP fluid scene. I fill a sphere and move it down and upwards. After this movement, I have the same amount of particles but not the same volume… By the way, are there any good practice collections for flip fluid? I'm still struggling with it. flip.hiplc
  8. Fill object with liquid all the way

    Hey pros, This sounds very basic but somehow i have lost too much time trying to achieve it. I have a character that is empty on the inside and i am trying to fill it up with fluid all the way. I have a sphere emitting particles and the liquid seems to be reacting correctly to the surface but as it pours it doesnt seem to go above a certain level. I have read about using divergence but everything i find online seems to use deprecated/now hiden nodes. I have tried enabling the “divergence” by attribute and add a pop wrangle with the divergence value but no success. I feel not so smart atm... could someone please post a hip for me? I cant seem to get it right.
  9. Hello, I have a simple simulation task, where a static object and fluid object simulate. Emit Particle Fluid from a box to the sphere, I wanted to have a thin line of liquid so I made a static object bigger and box smaller, this way it goes as a narrow water tube, but the particles go too far from the static object, how to fix it? Where to look?
  10. Hello Guys. I have a problem with meshing FLIP when flattening for ocean displacement. There's visible popping by one frame in refraction when geometry is coming out of water. Here's preview: And here's what's going on with mesh on one frame and next one: Anyone have any idea how to fix that problem? I've tried many solutions but without success. - Narrow Band is turned off - I tried subtracting collision geo from mesh but it doesn't work - Without flattening there's no problem because of the boundry, water has thickness and it's meshed together with space around collision object. If anyone have a workflow for meshing that kind of ascending, I would be very grateful for any sugestions. And if that will help, I'm sharing .hip file without cache files. flip_ocean_rnd_v004.hiplc
  11. Hi, I am currently creating a simulation with flip fluids that are affected by a vortex force. I need the velocity/lift attributes to be animated independently throughout the simulation, though no matter how I set the settings for either the sop geometry, or vortex force operator, the values will not change throughout the simulation. What is the proper method for animating these attributes for use in dops? Thank you,
  12. Tsunami Wave

    Hello, I am trying to create a tsunami scene in which a giant ocean wave bringing a large whale with it hits the ground and enter in the city. And of course, I am taking 2012 Shots as reference. Now which is the best way to create a wave like that and also I tried ocean waves node and merged that with ocean spectrum in wavetank_initial but in the fluid simulation particles do not maintain their shape and they just fall down and get mixed with the ocean(Please find attached screenshot). And in Wavetank_Inital it follows the pattern but I when simulate it in wavetank_fluid after some frames the hero wave just starts to fall. So, Whats wrong here, the Process or there is another way to do this effect? Kindly guide me on that. Thanks I have also attached the reference video. Ref.mp4
  13. Color in FLIP sims - milk pour into tea

    Hi everyone, I was thinking of creating a simulation of milk pouring into tea as a showreel piece, but I'm not sure how best to go about it. I have seen people using color in FLIP sims, however in all the examples I have seen, the fluid is shaded to be opaque (like different color paints mixing). In my case though, I'd need to be able to see the milk as it is poured into the tea and see it underneath the surface. Then over time, it needs to change the color of the tea. My best guess would be to simulate the liquid, and then create a separate smoke simulation for under the surface of the water. However I have no idea how I would integrate the two. Here is a reference video I found: Any ideas for this would really be appreciated!
  14. Hi all, Do you know how to remove tiny water drops in fluid simulation? As you can see below, there are many water drops in the air and these are looks weird. I wanna kill that particles, but I don't know what I use among the various attributes. I tried remove points by vector speed, but it's not good result. Is there any way to kill the particles? or should I remove them manually by @ID? or should I simulate until particles looks good? Thanks in advance!
  15. Beach simulation

    Hi Guys, I am trying to create a beach simulation in houdini and I am having some problems with it and I can't seem to figure out what is the problem. In the simulation, I want the waves to hit the shoreline and slide back down (return) to the ocean. What I am having trouble is that some of the water just sticks onto or linger around the surface and it won't go back down. I have the friction set to 0 and untick stick on Collision in the fluid solver but still not working. Another problem is the jitters on areas where thin layer of fluid is sticking on the surface, random holes will appear if I look at it using particlefluidsurface. Lastly, there are gaps when the fluid is being pushed forward and backwards.... im not sure why it creates gaps like this. beach v5.mp4 Fluid being pushed and creating gaps Thanks
  16. Fluid Explosion with Viscosity

    Hey guys, I was having a little trouble with my fluid explosion. I want it to be very similar to this but I'm having a few problems. 1. The ground plane doesn't react with the fluid. 2. I want the explode the fluid in a series of directions but for some reason, it is only going in one. 3. I can't seem to get it to burst. Instead, it keeps emitting I'm sorry I haven't done any fluid simulation before but really want to learn. Thank you! Fluid_Explosion_002.hip
  17. hey all! I'm looking into replicate this kind of effect attached: droplets sliding on the ceiling and then falling down, in a macro (so that you can see the drop almost at full frame) and at a much more slow mo speed...any idea on how to approach it? not sure if flip would be the right approach cheers! ref_droplets_A.mp4
  18. hey I'm rendering some fluid with mantra, and I noticed that if I turn on motion blur the fluid gets darker, I thought it was an issue with low samples and noise, but even if I crack up the samples the fluid is still very dark compared to the image without motion blur
  19. 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.
  20. Fluid not colliding with object

    Hi Everyone! I have an issue with a flip fluid sim not colliding with any objects. I have made the objects static objects, and the settings I have on this collision object are working perfectly fine in another scene with a different fluid sim - which might indicate in may be to do with the fluid? Are there any settings in the fluid that could prevent it from colliding? Let me know if you need more info. Thanks!
  21. Flip mesh artifacts

    Hey magicians, I'm trying to export a flip sim (I used suction fluid) but I'm getting some artifacts on the mesh, like pixelation as well as weird behaviors. Also, the mesh (its a usb model) doesnt fill completely. I already played with density, suction force, distance and some other parameters with no luck. I want to have a clean liquid filling the mesh, any advice on it? P.S: Attached is the video with different setups Thanks! USB_RD_02_Mesh_02.mov
  22. Test destruction

    My work for January - February 2018. These are tests on destruction of 16 Houdini. I ask for your opinion on quality
  23. Interior Fluid Shader

    Hey wizards! I have a challenge I need help solving. I'm doing a flip sim where I have to mix two different fluids together, I.E. water and lets say molten aluminum. Clearly these two fluids need 2 different shaders, but when doing a sim you'd want one one mesh to keep everything clean without gaps or ips. I've already created a single shader driven by surface attributes to get the two different materials to work on the same mesh. There's only one massive, glaring issue with this method. You don't get any of your interior attributes back from your particles when using a mesh. The many solutions I've tried all fall short including using volume representations of the interior fluid, this is because a volume cannot receive lighting information that surfaces can I.E spec, refraction, SSS, etc. One idea that I haven't been able to fully explore, due to my lack of shading knowledge, is the way that ocean shaders use particle and volume data to create the deep ocean looks that Houdini is great at. So TLDR my question is: Is it possible to recreate a shader that works like the ocean shaders in that I can take volume and particle attributes to drive things like sss, spec, refraction, etc. using the principled shader. If so, if anyone has any basic leads or can point me in the right direction to get started that'd be huge. I really want to get this shader to look incredible so I can share it with the rest of the community down the road if anyone needed to tackle something similar. Have at it team!
  24. Hi everyone! Just a quick question out of interest. Speaking very generally, fluids usually take longer to compute/sim/render than other types of sim(e.g. rdb). Just wondering why from a technical point of view? Is it anything to do with equations used to compute it? or i guess more particles stuff in the scene? I've just seen how vague and ridiculous this question might sound but any info on this would be really interesting! Thanks in advance!
  25. Fluid Boolean

    HI, How do i boolean(subtract or intersect) a poly soup? i wanted to subtract some of the part of my particle surface fluid. since the fluid is in polysoup, how do i boolean(substact) a polysoup. ?
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