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Showing results for tags 'Ripple'.
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I am currently using ripple solver within the dop to create some ripples on top of the grid. However, when two or more ripples overlap, it looks like each wave is just a simple overlap. Is it possible, for example, for each wave to collide with each other and create a complex water surface motion? Thank you.
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Hello. I want to make a ripple like image. If you do not use the ripple solver (without simulation) is there any way i can make it? If you have any good ideas, please share them with me. I wish I could customize the length, width...etc of the ripple. thank you.
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Hi everyone. I was wondering if someone would help me creating something like this image attached. I have tested several ways to created moving waves, but I could't deliver the sharp edges. Thank you
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Hello Houdini wizards! Very simple question. Can u help me with the very simple logic of the locomotion exercise in my file? I am basically trying to achieve the effect of waving the object during the calculating process of vellum struts / vellum tetrahedral animation. I am attaching the link with a video, where u can observe the effect I am trying to achieve. I also created a very simple scene, but its not working. So can I kindly ask u to help me explain in my file how does this merging of animation+vellum works? It would be a big help to me. Thank uuuuuuu ripple_issue.hip
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Hello Houdini wizards! Very simple question. Can u help me with the very simple logic of the locomotion exercise in my file? I am basically trying to achieve the effect of waving the object during the calculating process of vellum struts / vellum tetrahedral animation. I am attaching the link with a video, where u can observe the effect I am trying to achieve. I also created a very simple scene, but its not working. So can I kindly ask u to help me explain in my file how does this merging of animation+vellum works? It would be a big help to me. Thank uuuuuuu ripple_issue.hip
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I am building a flock using separation, cohesion, and alignment, but I'm modifying the alignment variable. Research showed that you can use a superfluid equation to define the speed of the turn information traveling through the flock, and that helps give the flock that really fluid look. I'm trying to figure out how to control the speed of the information. I need to 1. be able to dynamically change the speed of the information based on the flocks cohesion (when they're more cohesive, the information travels faster) 2. be able to send out "waves" of information every frame, so 24 times a second 3. send out non-disappating waves (I tried the ripple solver, but one of the problems was the dissipation of the magnitude of the wave) I'm thinking CHOPS might be the best bet, but right now I'm just finding a lot of CHOPS information dealing with sound and audio. LMK if anyone knows of a good node that could help me. Right now I'm looking into just hard-coding it in VEX (basically storing the velocity of ALL of the boids at 10 frame intervals), but that will be VERY intensive.
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Hello! I am building a flocking sim, and I am trying to get the turn information to propagate across the flock like a wave. I am using particles as "birds", so each particle represents a bird. I am trying to figure out how to use a ripple solver that uses a volume to broadcast the velocity information of each particle at each time step out to the rest of the flock, so that the turn information moves through the flock in a wave-like fashion. LMK if that makes sense and if you have any suggestions! Right now I just don't know how to read the velocity information of a particle into the ripple solver, and then ripple that information out to the other particles. Thanks!
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Hello I am a newbie to Houdini. I trying to replicate the section from 28 - 1:08 sec of the link below, a electron duality experiment https://www.youtube.com/watch?time_continue=6&v=JlsPC2BW_UI&feature=emb_logo I thought that the ripple solver would be the right tool for my scene and I would get a realistic a ripple sim. But that has not been the case for me ... yet as the ripple does not interact with the walls. I cannot work out how to control the ripple. I looked into ocean sim but they don't seem to be adapted to what I am looking for I am also wondering how to use the ripple info to simulate a similar particle effect that reduces to a single dot on touching the end wall. I attach what I have managed to do in the hope that someone can push me in the right direction. Thank you 200615_ELECTRON_CLOUD_01.hip
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Hi,everyone! Super Rookie! Need some help! Did my homework,but cant solve my problem. I want create a particle ripple(limited circulation), my problem is how can the particle appear with the ripple animation, scatter was the wrong choice? Uploaded my file, if anyone, please ! Ripple.hipnc
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hope this is the right place to ask some question about Houdini So, I’m creating a simple sci-fi shield looking effect with Ripple solver and I faced a problem. How do I fix that harsh edge to look like a smooth water surface? It seems ok at frame 54 but the more I play, the worse it gets ripple_shield.hipnc
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Hello!! Ron here from Toronto Canada. I've been a member for a little while now, so I figure its time to introduce myself and join in the fun. This video is my first post using Houdini from Side Effects Software. https://vimeo.com/201060695 I come from an after effects background, so I threw in a few extras for free. Lol. Example AE video: https://www.youtube.com/watch?v=xwfOYSZ5eTA Cheers! Software: VFX: Houdini 15.5 IMAGE: Photoshop CC 2017 AUDIO: Adobe Audition CC 2017 VIDEO: After Effects CC 2017 VFX Influences: Abstract Wire Effect https://www.youtube.com/watch?v=7vea3Mu3tsc Ripple solver http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops PROCEDURALS 03 https://vimeo.com/150124407 Music: https://soundcloud.com/urvmusic/nu-luv-sequence http://www.flare4.com https://twitter.com/flare4com https://ca.linkedin.com/in/flare4 https://www.youtube.com/user/RonenTokayer https://www.facebook.com/ron.tokayer
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Hi all, I've been trying to figure out how to create a linear ripple effect (i.e. rather than have a single point as the source, I'd like to source it from a line/selected edge/group of points, so that it travels across a surface like a wave.) Now, of course, at a basic level the 'waveform' SOP node performs this exact operation - *However* it can only generate a single wave at a time, and it lacks the signature 'decay' of the ripple over time. I had the idea of using the wave operation in CHOPS using a sine wave with decay on it, however any changes to the amplitude are applied across the whole waveform, rather than 'at birth'. So it doesn't create a dying wave, it just scales down the whole waveform. (see image). Any ideas on how to achieve this? (just as an FYI, eventually I'd like to control the decay length with an animatable paramater & creation/scale of the ripple from CHOPS with a trigger.) It seems like it should be super easy - Maybe I'm just having a bit of a mental block! :/ Any mind jogging greatly appreciated!
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Hi I have some questions about fxphd hou203 the tutorial, I try creat ripple slover in fountain. but he used houdini 11 version, I used hou 13 .Many commands are not the same I try dop import in the sop,but is error .i don;t know how do correct ripple in houdini water_3.hip