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Showing results for tags 'blood'.
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Liquid SOPs is a new class focusing on building art directable liquid FX without actually using any simulation solvers. The goal is to generate the look and movement of liquid, but without the overhead and complexity of actual simulation calculations. So this means no flip particle simulations, no volume advection, not even vellum will be used in this class. Just good old fashioned ingenuity, procedural animation, noises, curves, VOPs, and of course some VEX to make it all work together. This class should get you to think about the mechanics of liquids, which will allow you think differently in breaking down that information into simpler ways that can be built with just geometry. Enroll today: https://www.houdini.school/courses/hs-224-liquid-sops Teaser: https://vimeo.com/678063221
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Hey, I need some help doing blood drips sim from the forehead of a model. I've been trying out the CONDENSATION SHELF tool and this was the closest result i could get to what I want. Here is the Issue. 1) I'm wondering if this is the best way to do it (idk if FLIP is better for this). 2) I've not been able to fix the gaps between the particles so they leave a trail and don't look like just chunks (I think taht one is about smaller particle separation). 3) I want the drips to start from left of the models forehead to right. I've been tweaking it for a week and just made it worst this is the best result i could get. Thanks to everyone that has ever answered something on odforce everything has been so helpful. BLOOD_HEAD_DRIPS_v04.abc
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Hi Guys, I searching some references for my project, and i found this. I'm trying echive this effect, but i dont know if it's possible to make it in Houdini, it's maybe about compositing work. You maybe see some films about war where soldier make warpaint with blood or camouflage with some on their face. My goal is make blood and with my animated character make this smudges with fingers on floor. And with this blood make warpaint. lv_0_20210823213128.mp4 soldier-preparing-for-battle-picture-id1050355366 lv_0_20210823151025.mp4
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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
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Hi,all I have some question,Everybody use which one shader assign to blood ?? thanks~
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Hey guys, I'm doing a blood seeping/absorbed on a tissue. Have done one with AttribWrangle & Solver based of a tutorial. The logic is a. points selection, b. blood starts to grow from selected points by choosing neighbors While it works with a point selection at the Solver StartFrame, I would like to improve the point selection step, with a dynamic selection like where a newer bullet[animated sphere] touching the surface should start spawning the blood. New to Solver & need your help on this. Thanks in Advance Arun bloodSeep_v01.hipnc
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My 3 year old work, most of tasks was done in Houdini.
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I'm doing some research for a future project possibly involving a beast hit by arrows and bleeding heavily while travelling a water surface. So the questions are probably obvious, how do I get all these simulations to interact ? I know about Houdini's fur, wire solver and flips, but as I can expect some close-ups where we see the blood clumping the fur, while beeing driven by it's relief, and as the fur itself has to float on a water surface, while the blood, after leaving the fur has to dissolve itself in the water pond. I'm not expecting a complete solution, but if you already tackled that kind of situation I'm rater intrested in hearing from you ! Thanks Br1
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I am looking to achieve an effect similar to the one in the E3 Ghost Recon Opening where the blood has that hero dribble following a path. - I want to have Gold Dribbling down a marble bust of a head and scatter these over the surface so we have these trails running down the face. These will be a detailed macro shots. - For the Hero ones I would like to have some artistic control over the movement/path ( I am trying it was a curve now but paint attributes might be better ) - I want to have that effect dribble ( say like water ) has that the path it takes down the surface is slightly noisy TESTS (I want a mixture of 6's movement and some of its shape and mix in a bit of 7's consistency in its shape.): I am currently using FLIP and emitting a single droplet and letting is fall down the surface. I have Surface Tension and a bit of Viscosity. I am not sure the best way to control it and I am not convinced FLIP is the answer. I uploaded my current tests ( really simple ). I want to maintain that natural flow of the fluid and using a curve force is producing this 'pulled' effect that removes the internal variety in the streams ( that flow movement down the path) I am not sure I am approaching this in a good way for when we apply it to the head ( will test that soon after I get some more control on the plane ). I am think SOP might be the best bet but the flow movement internal in the drop might be the problem. Does anyone have experience with an effect like this or maybe some tips? HIPs are attached. EDIT: I have had a peak at this after some deep searches! I will play around for bit! streamtests.zip