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  1. Be sure to check out the course at https://www.cgforge.com/course/fluids-i Cheers!
  2. Hey fluid masters, is it possible to combine 2 Particle Fluid Surface nodes? I am getting better "gloop" and tension in the meshing of 2 different sims using PFS. VDBs, not so much. Even using VDB to Particle Fluid Surface is not as good as PFS. See where it simply Boolean Unions and doesn't Mesh them together like the Particle Fluid Surface node? Cheers!
  3. Hope you guys digg it! Cheers, - Tyler
  4. Hello there. I need to melt a typo object from bottom to top with a fluid sim. Problem is i don´t have a groundobject/plane so when i start the sim the particles instantly fall down. i had the idea to use a point group which goes from bottom to top to give the particles a random gravity/viscosity so they don´t melt uniformly. tried to set this up in the dop network using a solver and some attribute wrangels but i don´t get it to work... would be fantastic if some one could help me with this! greetings and take care.
  5. Hi All, I know many of the fluid effects for these titles was achieved with Realflow. But does anyone have any advice on the best approach in Houdini to achieve this particular head-splitting effect - please see attached? Many Thanks, Dan
  6. Hi all, I am new to Houdini and I trying to make a rotor wash effect inside houdini and then bring that into UE4 for realtime use. I am just trying to get the actual ripple effect on the water first. Check out this video from 1:15-2:15 for actual effect I am going for. https://www.dropbox.com/s/w7qim06yklhcjgd/MH-60R_Air-to-Air_2015.mp4?dl=0 Not sure where to even start, small ocean, flip tank ? How do I get the fluid to interact with the helicopter? I also included some stills. Thanks Alex
  7. 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
  8. Hello, This is my first ever post here. Usually I try to fix things by myself since it helps me learn, but I've been having this problem for almost 2 weeks now and it's driving me insane. I have modelled a storage shelf and placed buckets on it. The shelf gets hit by a ball and all the buckets fall on the ground. Some of the buckets have paint in them which is supposed to stay inside until the lids open. I have simulated the buckets falling and I have cached the simulation. I'm currently testing the fluid sim with only one bucket and the problem I'm having is that the fluid collides with the bucket just fine when it gets created, but when the animation of the bucket starts, the fluid just stays in its place as if the bucket never moved. Once the bucket falls out of place, the fluid also just falls down completely ignoring the bucket's movement. I have checked my collision geometries and they all look fine and follow the animation. I am using volume collisions, I have tried filling their interiors, extruding the collision geometry by a lot, increased the substeps, resizing the fluid geo and every time I get the same result. So I don't think it's a problem with the collision geometry itself, but more with how the fluid reacts to the animation of the static object. It almost looks like as if it's colliding with a bucket with no animation, which suddenly disappears. I am pretty sure the solution is something simple that I have failed to notice but I can't figure out what it is for the life of me. Any help would be greatly appreciated. Thank you.
  9. 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
  10. Hi team! I have followed a good tutorial on Youtube as I was having issues with keeping fluid in a container, this tutorial also shows how to do bubbles in the water ( Tutorial here ) When the bubbles go through the water there is a loss of fluid and I have been playing around a lot trying to figure out how to prevent the loss, when the collision objects aren't connected there is no loss in the amount of fluid but when I connect the Collison object there is a loss of fluid and I cant figure out how to stop that. I was wondering if anyone else happened to know? Its just bothering me and I wanted to know the answer. Cheers! Hottub.hipnc
  11. I'm doing a whitewater sim, but the repellants are floating on the bounding box of my surface SDF... Has anyone experienced this?
  12. Have Fun reading (with files) https://dl.acm.org/doi/abs/10.1145/2897824.2925963
  13. 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.
  14. 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:
  15. Hello. Sorry if this is a nooby question, I've seen a lot of posts from this website and they've answered a lot of my questions. But this issue I can't seem to find an answer to. I have a default beach tank set up on a grid that is rotated. Barely anything is changed, except for the particle separation and particle radius scale. When I play the simulation, the water goes straight down through the static grid and disappears. There doesn't seem to be any wind affecting it to create waves, and no collisions. I'm not sure what I did wrong here? If anyone can help it will be greatly appreciated. The simulation works fine with higher particle separation, but as soon as I bring that down this happens. Attached is a flipbook of the fluid simulation. Thanks in advance. flipbook.mp4 Edit: I've extruded my terrain geometry and in the static object I've increased the uniform divisions. The geometry representation is set to Convex Hull. Still have the same result.
  16. Hi everyone, I have been looking to create slow-motion flip sim using a narrow band tank and dropping an RBD object into it. I have seen older advice like this from Atom about adjusting the Time Scale inside the Flip solver: https://vimeo.com/121376943 But when I followed the instructions it doesnt seem to work - as its many versions old from the current H18 there could be a lot of reasons for this. Does anyone have any up to date information of how to achieve this? Currently I am going round in circles adjusting the Velocity Scale and Time Scale in a never ending fight to get it to slow down correctly but also maintain the splash velocity. I cant seem to get the flip sim to match the Time Scale of my RBD at all, the flip is always moving way too fast. Any help would be great!
  17. Hi guyz! I'm keeping studying Houdini during this long lockdown and have found my self stuck in a really tricky R&D shot. I know it's a pretty easy thing to solve and I kinda think to know the theory to do it but I just can't solve it! I have created a classic chocolate bar with caramel that get spread on it and now i'm trying to cover it all with a nice chocolate cover. I've created a geometry for the external cover and a particle fluid emitter for the chocolate that collides with that external cover. I would like the chocolate to run along the geometry and cover it all, without dripping down. I've tried with pop attraction, and pop collision detection on stick... but non of them work properly. I think I should scatter the external geometry and tell the fluid particles to get the position of the scattered particles. In that way they should stick properly. I tried in adding a sopsolver and linked my sim to my scatter points but at this point we are entering in a foggy place for me. I don't really get how can I solve this. What am I missing? (for sure a lot of VEX ) If anybody wants to help I will really appreciate
  18. Hello Everyone! I am learning fluid simulations, and I have no idea why my particles flows trough the container. Maybe there are problems with the voxel size (vdbfrompolygons),or something is missing in the flipobject or in the solver? Could you please gave me some advice? Thank you for your help in advance!! 2020-04-14_v003.hipnc
  19. Here is my first attempt at fluids - recreating Daredevil intro effect with sticky fluid revealing shapes. https://vimeo.com/310978326 Comments appreciated
  20. Hello there! Newbie here, to odforce but also to fluids in Houdini! I have spent a couple of days learning how to set up fluid sims with shelf tools and manually. However, it is still unclear to me how to use custom velocity for fluids. Unfortunately a lot of tutorials are outdated and don't work for Houdini 17. I've been trying to follow Andreas Glad's tutorial on Paintsplats. He uses the normals of a distorted sphere as velocity for his fluid to get a nice omnidirectional explosion of paint. Is it possible to do that in Houdini 17? (It is most probably, but I have no idea where to integrate that velocity information into my Dop Network.) I hope someone can enlighten me on what to look for!
  21. I've been remaking this old shot I had worked on 3.5 years ago, taking the old footage/files and completely reworking the sim, render and comp. Feedback welcome
  22. Hi guys, Im really in need of some help here. Im trying to find a way to paint a mesh using flip fluids. The idea was to have an alpha of where the fluids collide with the mesh to then use in compositing to reveal a texture. However ive been lookin everywhere an cant seem to find how to extract this information. Here is an example of its use in substance painter Thanks for your help guys,
  23. Hi Guys. I'm trying to create a kind of 'expanding foam' effect (like an Elephant's Toothpaste chemical reaction). Expanding out of a teacup. But my FLIP fluid is hitting a weird shelf and not overflowing the edges of the cup properly (see below). My emitter is a sphere at the bottom of the cup. .hiplc file also attached. Any pointers hugely appreciated. Elephant_Foam_02.hiplc
  24. Hello, with more than 10 years of experience, I'm looking for interesting VFX projects. Softwares: Houdini, 3dsmax Website: www.deko.lt Instagram: www.instagram.com/deko.lt ShowReel: https://vimeo.com/236899608
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