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One more Flip collision question. External colliders work as expected. But how do you get the interior of your geometry to act as collider? For instance a simple box that wraps your fluid source. The goal would be for the fluid to fill the box. What edits need to be made to either the geometry or Collider Source for this to work?
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I made a setup where I'm wedging a flip simulation and generating one flipbook per simulation. In the end I combine them using imagemagick. I'd like to know if it is possible to wait for each wedge to end generating the flipbook in order to start the next simulation and only when it is all done generate the mosaic with imagemagick? As it is now, TOPs calculate 4 simulations simultaneosly then creates 4 flipbooks also simultaneosly and only in the end it joins all the flipbooks together. My problem with this method is that sometimes I run out of memory...
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Hello As I was going through some tweaking of my Ocean scene, I have discovered a problem. Why my flip fluid area has a different color then my extended ocean?? I have done a few times ago the same things but sometime this problem had appeared! :/ would be nice if someone knows the answer how to tackle this!? thanks!
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hammer flip tank hammer smash flip tank I'm trying this sim with a person walking instead of the hammer guy, but because of my specs, nvdia 940MX, i5 8th gen, it's next to impossible. So I am searching ways to do it with a low res still achieving the ripples and smashes. Also, how can I make only the legs as a deforming body? I imported fbx animation. and selecting the leg geo and clicking the shell deforming body is what I am doing. Therefore only the selected mesh is moving and the rest is staying in the initial place. I just want to achieve this sim by hook or crook. Please don't tell me to up my specs. Obviously, I can't achieve ditto but If you have any idea how I can achieve this with low specs and still not miss out on the core of the sim I would be really glad. and please do tell how to make only certain parts of an fbx animation geo as a collision object.
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Hello everyone! I hope everyone is doing well. Before I start I'd like to apologies for my English. I'm creating a flip sim of a ship rising from underneath the ocean and splashing pretty much similar to this type of shot and I'm following this tutorial from Escape Studios on Youtube The problem I'm getting is that the splash is too big ( https://imgur.com/a/jpd1KsI ) What would be the solution to get just the right splash for this type of shot? The boat has been scaled and animated in Meters before I've imported it to Houdini. I have attached the hip file so everyone could take a look. Also, the flip simulation seems to move very slow compare to the animation of the boat. Here's the preview Thanks all! Boatsplash.hipnc
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Hello guys! Anyone know how to make a fluid simulation like the T-1000 in Terminator? like this one. - thanks!
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Hi, I have been working on a flip simulation.Its basically a tank. At very initial frames, water level is what I need, and water is almost static as I want. But as any object interact to flip, flip starts getting natural waves and all, but It is also Loosing its initial level and going down slowly, which should not happen. Water level shouldn't go down. Please, anyone help me to find the problem. All solutions are welcome.
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Hi, I'm struggling with an issue I have at the moment where I have a boat that floats along an ocean surface which follows a curve. The idea is to have a path and an ocean I can evaluate and have a boat bob to the waves (I've done this part) and have a guided ocean simulation follow along with the boat. I've then taken the normal and the up vector and used trigonometry, one unit length circle and vex to create Y rotational data. Then by diving into the ocean source node and applying this to ocean evaluate and boundaries with out interfioring with the ocean spectrum I end up with a rectangular particle source that rotates with the boat allowing me to have a smaller source of particles (instead of a large square centred on the boat) that highlight the back and side of the water next to the boat. My problem from here is the flip fluid solver only takes the centre and size from the ocean source, held inside gas resize fluid dynamic nodes of the flip solver. This gives my fluid simulation an incorrect result. I'd like to be able to apply the rotational values to the flipsolver using position, object position, motion node or anything else that would work. However upon facing this problem I've realised my knowledge in dops is extremely lacking and I'm confronted with green and purple outputs of nodes that don't like working together. I have a feeling this is possible due gas resize nodes ability to rotate for clustering and other pyro Sims, I just have no idea how. Can post my hip when I'm back from work later today, if you have any questions please ask.
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Hey Guys, Imagine an object which fills with liquid over time. When the object is full of liquid i want the motion of the Flip Fluid stop oder decrease over time. For example: - Object fills with Flip Fluid from Frame 1 to Frame 96. - Liquid and all motion of it slows down from Frame 96 to Frame 144, at Frame 144 everything is not moving anymore. I tried some pop wrangle inside my DOP but i cant get this working. Any suggestions? Should i do this after the DOP in SOP Level in a Vop/Wrangle or could I achive this inside my DOP? And How? Thanks and Greets, me
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I'm doing a FLIP sim with animated characters matchmoved to footage that was shot at 150 fps, so I'm trying to do a sim with pre-slowed actors. I've adjusted the time scale to 23.976/150, which puts it in the ballpark, but it still feels a little not quite right to me. Is this the approach I should take, adjusting the solver's time scale, or is there another setting elsewhere that would be better?
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Hi! I'm pretty new to Houdini but am really interested in using it to form the basis of an sculpture/design tool for real world object creation. I've been working through the amazing tutorials/files of Ben Watts and recently Dave Stewart but have hit a road block. Using Dave Stewart's .hipnc file, I'm dripping a liquid (wax) which hardens on impact with a static object, the emitter activates moves and deactivates every 48 frames but currently I can't get past 5 drips before the sim starts nearly doubling in time per frame. (granted I'm using a 2018 15" Macbook Pro which I'm looking to add an egpu) Frame 190: 5min Frame 200: 10mins Frame 210: 30mins Frame 220: 120mins My question is can I 'freeze' each of the drops so they're not being calculated every time? So once each droplet hits the static object it becomes a static object itself. Ultimately I'm wanting to create hundreds of droplets much like a stalactite but at this rate it might be faster to do it for real :| Dave's link below: drive.google.com/open?id=0B4ni3j-ZLbj5Y1o4NEdqZDczZjA Many thanks in advance Simon
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Hi There! I am trying to transfer my smoke and water sim from Houdini to Unity but I am very lost. Any ideas?
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Hi there, I have been fighting with this for a while. I want to fill a geometry with a flip fluid but the geometry is watertight. the fluid is a stream comming from outside and colliding on the inside and filling up the geometry. one would think that inversed normals could do the trick but it doesnt seem to work that way. the other solution would be to disable collisions before the particles are inside the object. but i could not figure out how to disable the collisions per particle before they enter the volume. it seems like a very common problem but i could not find a straight answer anywhere. any suggestions? thanks
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Hay everyone, Hope you are well. This is Probably a really silly question but I am still new to Houdini and FX and I am not sure what to do. So what I am trying to do Is transfer all the Colors from the text Below into the Flip Fluid Particles of their respective Text Shapes. I would then like that to show up in the Materials for rendering as well which I'm guessing I can pull the Color from the FLIP Particles ? Here is the Random Text. Here are the Particles And here is my DOP Network.
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Hey what's up guys, Only 1 week left to sign up for my fast-track Houdini workshop "Introduction to FX using Houdini". Limited student capacity! Over the course of 9 weeks and 33+ hours of tutorial content students learn how to do procedural modeling, particle-, RBD-, pyro-, FLIP- and whitewater simulations. On top of that we're going to talk about lighting, shading, rendering and we're going to dive deep into VEX scripting. I would love to answer any questions that you might have!!! Cheers, Manu Find the complete course syllabus here: https://www.cgmasteracademy.com/courses/16-intro-to-fx-using-houdini Also for more detailed information on the workshop, check out an interview that was done on 80.lv recently: https://80.lv/articles/making-first-steps-in-vfx-with-procedural-tools/ Here's a quick teaser:
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Hi there Everyone. So I have a bit of an Issue and was wondering if someone could Assist me. Explanation of the SIM : Fluids hit the center using a Magnet force, Gravity turns on and magnet force off causing the fluids to drop into a Sphere where the fluid will be stirred around by moving the sphere. Explanation of my SOP & DOP Set up : I have a fluid objects (Spheres) that I use a Copy to Points SOP and mountain SOP to displace from the center and a few transforms to get a decent scale. I then Created an Object in the middle for them to Collide with. Check the first image attached for the scene. I then have Another sphere where I want the Fluids to interact with but the fluids must remain within the Sphere. I have turned on Invert Sign to do this and have tested it to know it works. Check second image attached. I then want to switch between the two objects at a Specific frame so that the Fluid can fall into the bigger sphere and be stirred around. Check the thirst image for my DOP set up. I have tried an RBD Keyframe Active, Switch Value and nothing works. Dose anyone know how I can achieve this affect ?
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Hey Houdini Gurus! I am trying to do some RnD on creating a massive whirlpool using flip fluids. Although I am aware of how to create custom forces in Houdini, I am pretty much clueless on how to create a tangential vortex force in order to achieve this effect. In my head, here is how I think I would do it. Correct me if I am wrong. - Create a geometry where whirlpool would swirl on including the middle whole. - Create custom tangential vectors on that geometry with some noise patterns on it to break the uniformity. - Plug the field into the flip. Can anyone help me with this? What would be the maths behind it? I searched here and people have done it using Houdini Ocean Toolkit before but that's not the approach I am looking for. I want to achieve it in flip. Something like this Thanks a lot for the help. -b
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Hey guys! Was wondering if anyone has an idea how to decrease the pScale of flip fluid overtime during the sim? I am trying to do a shrinking effect using flip and thought this might be a good place to begin with. Unfortunately, animating particle radius scale on the flip object doesn't really work. If you have any other idea how to achieve the shrinking effect, please let me know. All help is appreciated. Cheers, b
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Hello Houdini community, I was wondering if anyone had had the idea of using the new oceans tools to do sand effects. I am trying to figureout the best way to set up an object in a vast desert that is rising up through the sand. A number of years ago I took Spencer Leuders class on CG workshops using fluids and one of his classes used vops to manipulate the fluid to behave like sand. My thought is to take a similar approach but do it to a flip tank with an object rising from underneath the sand. This is how I think it should be setup, but don’t know if it’s the best way to do it. I would love any tips. Thank you guys for your time. Object rising.mov Ocean_Sand_v01.hip
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Hi, I am creating a waterfall simulation to integrate into a Matt painting, and I cant figure out how to get the spherical particles in the screen shot below, to become more foam like and not so geometric. They are part of the whitewater simulation and i've searched a lot online and asked people and gone through the nodes, but cant figure out how to fix it? Is there maybe a way to create a material for just those particles and change it to a more foam like texture and consistency or smoke, or is there a better way to do it? Really appreciate any help, as quite new to Houdini and working to a fast approaching deadline for uni! :/ Thanks!
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Hi all, I am looking to achieve the kind of effect in the given reference video below: https://vimeo.com/100104687 Check out the characters, they are made of grains and I am also looking for same/similar effect that can work with fluids. Thanks in advance for your help. Hope to hear from you soon. You can find the reference file here: Regards
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Hi, Before starting and explaining what is all about, which is kind of obvious, I've search on this forum and official houdini forum to solve this problem but none of the subjects came across with a straight answer. What I want is simply filling the glass. The collision geometry is really thick, as is suppose to be, added a divergence attribute, which is ridiculous high, just to get the glass filled (as suggested on other posts) but still it's like the glass has a hole somewhere and stays at the same level. See the image at frame 46. In tried also in realflow and it fills the glass normally. I've attached the file in case someone want's to dig in and have a look. Thank you in advance. fill_glass.hipnc
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Hi, I do have houdini experience, just never with Fluids. Basically what im trying to achieve is making a boat going across a slightly choppy sea (something a bit like carlos's example ), i did follow sidefx's tutorial on flip tanks, but thats only basic and i want to push it even more. here is what i have so far:
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Hi, For a school project I have made a FLIP sim that enters the scene when a door opens. The project has been 3Dcamera tracked, matchmoved and model-built to sit in the shot nicely. I am wondering what the pathway would be to render only the visible sim once the door has opened to let the fluid enter the scene. Would there be a material I can put on the door which will act as an alpha that I can use the original plate and as the door opens it is only the exposed sim that renders? I don't know how to set this up, haven't done many complex renders at all. I hope someone can help or at least point me in the right direction. Because my working file has a lot of imported objects I have just uploaded a still frame, hope that's okay
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