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Found 5 results

  1. Custom Velocity with Volume VOP

    Hello there, I'm making a classic Ship Sailing Effects (ocean guided). I'd like to add a custom velocity to the bow of the ship in order for me to have a good turbolence like this: Through a Volume VOP (please see the hip attached) I created the following velocity: The shape I had it's what I want (straight velocity to the front and curved ones along the sides of the ship, so they can push the water for having a classic V shape). However, I'd like to invert the value of it: having higher velocity in the center e gradually less on the side. With my solution I have to much velocity on the side and less on the center of the bow. Basically I need the trails to be red (high) at Z=0 and blue (low) at the Max Z bbox. Furthermore, is my solution right? I blast a part of the bow, scattered it and then use a Volume Rasterize Attributes for creating the velocity. And, lastly, what kind of operation do I need to use in DOP in Volume Source? Somebody says "Add", somebody "Pull". What is the correct way? I hope you can help me. Any suggestion will be really appreciated. Ship_Body.obj Ship_Custom_Velocity.hipnc
  2. Ocean Ship Sails

    Hello there! I'm trying to create a ship sailing effect on Houdini 17.5 (with Guided Ocean Layer tool). But I'm having lot of issue. - First of all, as you can see on flipbook, I have lot of particles popping up from ship sides. Why it happens? Can't figure out how avoid this problem. - I used the Deforming Object shelf tool for simulating the ship as volume source. However if I choose Volume as Velocity Type on Flip Solver > Volume Motion > Collisions tab, it looks like fluid doesn't interact well with my geo. Basically I have not splashes, even if I select "Use Volume Velocity for Collision" on Flip Object > Collisions. So I need to switch on Point velocity Type in order for me to have good results. Is that a correct way even if my collision source is a Volume? Is it better to treat collision geometry as volume or mesh? - Is there a way to avoid splashes to slide on surface? I tried to increase the Velocity Blend (on Flip Solver > Particles Motion > Droplets) with no results. - Lastly, I'd like to achieve a good results regarding wave trails (see pictures). Basically I have too rounded and large waves from the ship prow. I'd live to have more V Shaped waves. My scene is more or less in real scale (meters). I used a 0.8 Time Scale value in FLIP Solver in order for me to have good trails, but cannot achieve the desired result. Any help will be really appreciated. Thank you so much for your time. Ship02_Sail_v06.mov Ship_03.hip Ship_Body.obj
  3. Kill Flip particles

    Hey there:) I am trying to kill particle over the time...I know I just started with H16..... So I am emitting particles from volume and now in the source volume node it's Life Expectancy option. If I put the values there it 's not affecting Flip particles. Following the manual I had to put pop solver and and check on reap particles and now it's affecting the particles BUT the particles are having different behavior then using FlipSolver. I am missing something I know, but don't know what
  4. Pre foam by texture in the beachtank

    I'm trying to add foam in the first frame of my simulation. I'm using a scatter node to distribute the foam in the first frame,My idea is to inject these dots into the whitewater solver so that they are calculated dynamically. I want to do something like this https://vimeo.com/162173918. Try to make an object merge of the dots on the Whitewater source node but I can't make these dots become foam particles thanks !
  5. Houdini Tutorial VOL 01

    Houdini tutorial VOL 01 Houdini Training Package number 1: Educator : Amin Sadeghvand | Software : HOUDINI 15.5 | Level : Medium | Duration : 13 hr | Volume : 4.31 GB| Quality : HD | Language : English . Website
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