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Showing results for tags 'condensation'.
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
Hi all, been learning Houdini since mid Feb and thought it time I better share something back as I've found the forum immensely useful ;-) RnD of Houdini particles flowing over a hard surface model to simulate a condensation/rain/rivulet/droplet effect. This is part of a larger RnD project I'll render & upload shortly (this is one section of a larger flying object - a cloud seeding drone... just an excuse to learn a load of Houdini). Partly inspired by Mark Theriault's Sucker Punch Intro Breakdown using Pflow (vimeo.com/39161208) and having just starting making the switch for fx from Maya to Houdini, this was one of those "I wonder if I can do that now in Houdini" things that I just had to try. I remember years ago doing something similar in Maya and it taking a heck of a lot longer! This effect took about a week of tweaking. The sim is basically just a popnet which relies on an SDF volume (isoOffset) for surface interaction and uses a voppop (VEX) to control the "drip off threshold". Once I had a working method, I then used 3 duplicate variations for the different rivulets (trail SOP) and finally added a random scatter SOP for some extra motionless droplets. As the final shot won't be so closeup, I have to option of increasing/decreasing the uniform sampling of the SDF to fit. When all this is done, I'll hopefully be taking this RnD further with a rain-on-a-window-pane high-detail/realism sim. Thanks to SpencerL for advice on the initial VEX methodology.