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Found 242 results

  1. 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
  2. Hello guys, I am desperate on this one! I want to fill with water this evolving shape that starts from nothing and expand like a flower. The idea is to make the fluid squirt out of it from the top (there is a hole on the top of the geo) but to start, I was thinking of filling the geo first. Maybe there are other ways to get the squirt going but I would like to fill the shape with liquid first. I am aware that I should use deforming VDB object for collision, I know the workflow but there is definitely something I don't know here. Whatever I do, the liquid goes through. I tried with a super high res VDB or even 8 substeps, nothing works. I suppose it will be easier if I attach the file so here it is test_ffluid_inside_growing_geo.hip Any idea? Thank you very much
  3. 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.
  4. Hey all, I’m looking to receive some advice on a simulation I’m working on. My aim is to set up two fluid simulations following their own curve which leads to them both colliding and mixing together. What would be the best approach? Hope this makes sense! Thanks I’m advance.
  5. Surface Flow

    https://www.behance.net/gallery/92965789/Variras-Naufrage May I ask how to create this surface flow effect? Thanks!
  6. 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
  7. Upres viscous fluid sim

    i a doing a simple simulation of a viscous fluid and each time i upres and wait to cache the result is always really different. First of all the general motion of the fluid changes and seems to be less viscous The other problem is that the surface when meshing later seems thiner. All i changed was the particle separation from 0.05 to 0.02. (of course this number is referenced to the flip object the fluid source and the final meshing) I am new to fluid sims and i was wondering if there is a way to guide the high res simulation and match the velocities of the low res. that way i can keep my low res result in terms of general motion but get much higher detail of my fluid.
  8. Fluid Along Surface

    Hi Guys, I'm new to Houdini so please, bear with me:) So, what I want to achieve is following: I want to have fluids (or particles, through POP Fluid), that would go up against the gravity (antigravity) along the collision geometry, upwards, along the vectors that are parallel to the surface of geometry. The effect should look like a paint going down on a surface, and covering it, but the direction is reverse, so it goes upwards. The collision geometry is simple, like a sword, thats it. I tried to do it with flip tank, with attraction force, but somehow I couldn't not get the result I was hoping for. Can you please show me the direction I have to follow or an advice I can follow to achieve this result? Is it better to do it through Flip or through particles? Thank you in advance. Cheers, David
  9. I have two flip sim coming from two different Dop volume source. I am using one fluid object. I would like them to collide but repel each other as if two tongues kissing. How can I achieve that? As always, thanks a lot
  10. Hi, I have a problem with my flip bucket fluid sim. I made my bucket really big to not have to deal with to much sub steps.... but it still go through the mesh. Im using volume collision vdb (filled interior) move particles outside of collisions... is there something else I forgot? the bucket isnt going that fast but already gets inside the geometry thnx in advance
  11. Hello everyone, I have a pretty basic problem cant be solved. In some situation, I need to put water in some kinda ice basket which is moving pretty fast and throw out the water inside of it. But when I create the scene, I found that whatever I try, fluid in the basket will not move with the collider because it is moving too far from frame to frame. I try to increase substeps to 5 but nothing really change. What other parameter or set up can I try to solve this situation? or any other idea to cheat in this scene? Any idea will be very appreciate.
  12. Hi All, I have been trying to make this effect (attached pics), but not going anywhere. Could anyone help? Thanks a lot! Best, NLSN
  13. pop fluid along curve problems

    Hi all, I have pop fluid running along a curve. All great at the start but when it gets near the end of the curve, the fluid floats away, gets a little messy. Any advice on keeping the particles on the curve? hip file attached. waterSpiral.v011.hip flipbook_waterSpiral_v10_waterSpiral_v10.mov
  14. Hello! I am new to FLIP fluids simulation in Houdini and I found that FLIP fluids behaviuor totally changes depending on particle separation parameter. If I make more particles I am getting different shapes. In this Example I am trying to make a fluid splash in different directions. I am setting initial particle velocities by attribute transfer from geometry. And for example I like a shape of splash when particle separation = 0.05, but I want to get a quality mesh with nice thin shapes and round droplets, and for this I need to simulate more particles. But if I'm changing particle separation to 0.03 I have a different shape, with many small droplets and with totally different splash shape. What is wrong in my workflow? How to make a clean mesh with thin shapes, round droplets, not look like a metaballs mesh. For a reference https://www.pngitem.com/pimgs/m/312-3122129_liquid-splash-png-transparent-png.png test_splash_v01.hipnc
  15. FLIP - Spreading Bloodstain

    Hi, I'm working on a bloostain, that shall diffuse/expand over 450 frames to fill up the whole frame in the end (to be used as a kind of 2d transition effect later on) I was able to do a nifty flip sim, but in the end it wasn't behaving like blood at all. To get more of that blood-like rolling diffusion effect, I tried to introduce some viscosity. But with viscosity on, the stain isn't moving anymore. (The bloodstain should already be there, so no dripping & dropping, only expansion in x and z) Tried different viscosity-values, played around with friction and vel as well, still no luck. I think some viscosity could help here, so can someone point the right direction to get it to work? I`ll attach my tries thanks in advance Houdini-Bloodstain.zip
  16. Hi! I'm pretty new to houdini's flip fluids and I'm stuck with something. I have a flip fluid liquid simulation with boundary layer for river like effect. I've setup a boundary velocity field to create the river flow. Now that I'm trying to add some pop wind in order to add turbulences, it appears that it overrides the boundary velocity effect. SoI'm looking for a way to blend those two effects. Any ideas ? Thanks.
  17. FLIP FLUID Mesh penetrates surface

    Hello Everyone, Particles falling into the object. the particles are penetrating. I've literally tried every single suggestion on every forum and I'm still stuck with this problem. Please look into this. Things I've tried: 1. Substeps increase 2. slip-on collision 3. collision guide offset and divisions. Still, this problem exists. Can anyone help https://i.redd.it/3ziqxtmeo2l51.png
  18. Independent surface tension

    I am trying to achieve the effect of having a solid piece of geometry sitting as a fluid, being brought in by either volume source of pop source. This initial piece just has fluid ripples. The second part is I have emitters in the same dop network that are there to create a dripping effect. So it looks like this liquid that is holding shape is dripping. The problem is that I cant seem to create independent surface tension for the two separate sources. If I increase the surface tension to what I need then the main piece of geometry gets washed out. I have been looking for a solution to this but nothing comes up for Houdini 18
  19. Fliptank fatal error

    Hi ! I am a beginner. Houdini crash when I try to work with fluids. I just created a flat tank, and just to look at the differents nodes, I cliked on the node fluid_compress1 in the fliptank_fluid and a get the "1460: Fatal error: Segmentation fault Saving application data to C:/Temp/houdini_temp/crash.splashdown_01.alice_1460.hipnc" The last time the fatal error occured when I changed the particules separation to set 3. Before I had other fatal errors in differents operations but always with fluids. A friend built my computer recently, maybe there is something wrong with it. I didn't have any problem like this with bellowy smoke tutorial or procedural ground before. Could you help me please ? I have attached my computer config. Thank you !
  20. 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
  21. Fluid coupling

  22. Gas Damp Micorsolver broken?

    I'm using a Gas Damp Microsolver to slow down my pyro sim. However, it seems like it is broken (H17.5.258). No matter which parameter I change, it sucks out all momentum of the sim, bringing it to a standstill. I'm using really ridiculous values, like a Target Speed of 500 (my sim is waaaay slower than that.) As far as I understand it, values below 500 should be ignored, but no matter what I put in there as a target speed, all velocities are lost after a few frames. Scale...well, if it's 1, 0.1, 0.0001 or whatever...it kills all motion after a few frames. Controlling it by a field...same result. Did anybody else ever have a similar issue with this particular microsolver?
  23. 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.
  24. 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.
  25. 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
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