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Found 543 results

  1. Greetings, I have few microsolvers in my Flip Solver>Volume Velocity and I want to apply them to only 1 of my 2 emitters. Do I use a POP Wrangle after my MicroSolvers like (if viscosity > 500 then apply) or do i need to make some initial groups of my particles and apply the micro solvers to the favoured group ? To be more specific I use a GasMatchField and a GasStrainIntegrate with a GasStrainForce and I have 2 Volume Sources. If for example I go to my Popdrag in Groups I can see the option "stream_volumesource1" or "stream_volumesource2" but nothing like that in the microsolvers.
  2. Greetings, I'm working on a simulation, kinda a classic one, with Viscous Chocolate been poured on Yogurt. Basically a Viscous Liquid Collides with a more Viscous Liquid. I did the Chocolate pouring and it looks really nice at first, now I need to replace the Ground plane with the Viscous Yogurt. I had the idea of using Narrow Band for the Yogurt surface and using double viscosity than the chocolate. But in my bad luck you can't Merge 2 Flip Solvers. I've read that you can use 2 Flip Objects though, but how do I import the Narrow Band in one Flip object and the other Flip Object points at the Emitter from Volume Source ? Basically, how do you have 2 different Fluids(with different attributes), one imported as Volume Source and the other as Narrow Band? Thanks in Regards
  3. water fill

    i want fill the water in bottle. But this flip source does not fill up. I don't know why can't it be filled. BOTTLE.hipnc
  4. Greetings, I'm currently working on a large scale FLIP animation and I'm running into a question, I need to fill with liquid a very large object (like a house), and I figure that the divergence was doing a great fob until I reduce my particle separation for a higher definition. Sim look different, but that it's fine. The main problems is the volume that doesn't fill anymore, so is there any kind of equation or technique that I can apply to ensure the same result persist over particle separation. Any advice is welcome I made a video of the difference using the same divergence value over time Thanks for your time
  5. Waterfall Bending VFX breakdown from 哪吒 (NeZha). I was responsible for all the FX and rendering FX elements. All the FX are created in Houdini and render in Houdini Mantra, final composite done in Nuke.
  6. Hello! I'm doing a school project, and I have to create something like a slime mesh. The main problem I have, is that I get a lot of flickering when I try to mesh the vellum grain using the particle fluid surface node. The same thing happens when I'm trying to mesh flip particles. Does anyone know how to get rid of this flickering? I've been searching a lot but can't find an answer. Thanks!! StickyFluid.mp4 bloodRND.mp4
  7. Hello; In a Flip_Fluid simulation, to change dynamically "viscosity" attribute in some parts of fluid, I would like to transfer viscosity, from an animated volume into the simulation. I tried to import viscosity attribute using a "Volume Source", but it doesn't work. Thanks for helping. Viscosity_01.hip
  8. Cloud tornado with water VFX breakdown from Chinese feature 哪吒 (NeZha), I was responsible for creating and rendering of all the effects using Houdini Pyro and Flip, render in Mantra.
  9. Hi there, I have to resume a crashed flip simulation. I cached out the .sim files directly. My simulation crashed at $SF 60. My question is the following: When I load $SF 50 from my cache as the initial state in the dopnet and adjust the output range, do I need to start the new output at $SF 50 or $SF 51. I would assume that $SF 51 would be correct since I load $SF 50 as the initial state and continue the solve from there. What makes me a bit nervous is that when I compare the filesizes from the crashed solve and the continued solve the sizes for corresponding frames are varying - shouldn't I get the exact same solve when continuing the simulation via loading an initial state? Am I missing something else? Any hint much appreciated!
  10. Flip Fuid Volume Loss

    Greetings, I'm doing a basic flip simulation where I fill a cup with liquid and then I rotate the cup to spill the liquid into another cup. Sounds super easy and basic, but after some time fine-tuning the collisions and the liquid I can say with certainty that my liquid volume is getting less and less like my particles are dying or sucked into the geometry. A searched a lot for a solution, like changing the Scale of the scene, or lowering the Grid-Scale ( CG Wiki ), or change the collisions but nothing really helps at all. thank you in regards
  11. Distributed Simulation with Deadline

    Hey all, I have a large scale FLIP sim which I wish to distribute into slices and submit to a render farm using deadline. Following documentation from thinkbox and sidefx I have set-up a sliced sim ready for render however when submitting to deadline only 4 files are submitted (1 for each slice) and fail usually fail to complete with no file being outputted. The Documentation from thinkbox reads as follows: "The Houdini submitter allows you to submit a job that will run a distributed simulation. In order to submit a simulation job you will have to first set up your fluid simulation. Once you have your simulation set up, click the Distribute tool found on the Wire, Cloth, or Particle fluids tab, select the item you wish to distribute and then press enter. This will create 3 new nodes, the specific node that controls the simulation will be sent to Deadline as the new distributedsim node in the /out tree. This node defines how many slices your simulation will have. Once you have the distributed sim node set up, submit it to Deadline using the regular Deadline in-app submitter. Additional information for setting up distributed submissions and the properties defined in the nodes can be found in the Houdini Documentation." Implying that there is no additional setup needed. Any help would be greatly appreciated. Thanks, Stafford
  12. Hey everyone! I have a simple hiRes flip simulation with a boat, but I can't mesh it properly. On random frames the middle part is disappears, and I have no idea why. I managed to figure it out it's somehow coming from the Flattening Geometry option but I couldn't solve the problem. Do you have any ideas?
  13. My name is Gabriel Roccisano and I'm a senior FX TD operating out of Adelaide, Australia. I'm available for remote work and have access to a small sim/render farm locally. Please see my LinkedIn and reel on vimeo: https://www.linkedin.com/in/gabriel-roccisano-7090489/ If you would like to get in touch I can be best reached by email at gabriel.roccisano@gmail.com cheers, _gabe
  14. Hi, How to add a different viscosity for each Emitter in latest Houdini
  15. Hello, I have a really heavy flip sim of a river (around 101 millions of particles), I'm working on my final project for my master's degree. At my uni I can use only during the night as much computers as I want, each of them with 64gb ram. Since it's not possible to use the renderfarm for caches,I obviously thought to use more computers and render on each of them a specific frame range (470 frames total). The problem is that everytime a computer will start to cache, Houdini will always start to calculate the sim from the frame 1 and it will take the same huge amount of time, so what's the point to use more computers? Am I wrong? What kind of procedure would you use? p.s. keep in mind I cannot leave the computer caching after the night.
  16. Interaction between Crowd and FLIP Solvers

    Hi All, The interaction between Crowd agents and FLIP simulation is one way : agents clearly influence the FLIP Simulation, but I have troubles to get the FLIP Sim move my ragdoll agents. I have already put the Feedback Scale to 1 under FLIPSOlver / Volume Motion tab / Solver. I have seen that particles interact with ragdoll agents, so I have created a POP object and added a POP Solver. The POP object is feed with the particles of the FLIP fluid at every simulation time. And I add a mass and pscale attributes to the particles. Now I have a better interaction between the ragdolls and the FLIP sim... but my agents now start to act as "spaghettis" under impacts of particles... I have tweaked the constraints (CFM, position CFM, position ERP etc.) but I can't enforce the position constraints and my ragdoll are really streched... Any ideas how to solve that ? Maybe a better way to make FLIP and crowd ragdolls better interact ? Any video / course / lesson / ressource where people have played with that a bit ? Thanks for your help crowdFLIPtest_v1.hip
  17. I want to make water from the hose. Like a fire truck, very strong and fast. I tried to use a popslover, but it didn't look goodon the colision side and it didn't speed up properly when I tried to use flip Solver. I tried to bring the location and speed of the particle to flip Solver but it didn't work. What should I do? I'd appreciate it if you could help me. thank you
  18. FLIP-Pyro Interaction Tutorial

    Hey folks - long time lurker joining the party with a tutorial showing a workflow for integrating the FLIP and pyro solvers, allowing for bidirectional interactions. I cover a few other tips and tricks along the way, so I hope you find it useful! Hip file attached (and linked through from the video). flippyro_diffusefx.hiplc
  19. Hello, I have noticed something interesting which I don't understand, but maybe somebody out there does. I created a Wave Tank shelf tool then a sphere and I hit the Deforming Object shelf on the sphere. Now I'm checking the OUT_INITIAL_VELOCITY node with PointsFromVolume and volumeTrail nodes. When I wire the collision geo into the collision input of the OceanSource node the velocity is become wierd as you can see, and it affects on the simulation in a bad way. It's just shelf tool! I didn't make any changes. I use 17.0. Is it normal or is it a bug or what is it? Is there anybody, who knows it?
  20. Hi everyone, it's as the title says. I'm trying to create a basic setup where I have 2 fluids interacting with one another in the same flip sim, then I'd like to separate these pop streams to mesh each separately. I've included my working file. Any help would be greatly appreciated! SeparatePOPStreams.hiplc
  21. Controlling FLIP Emission

    Hello, I'm just experimenting with FLIP fluids for the first time and was wondering- is there any way to prevent the initial "glob" of liquid that emits on the first frame? Ideally I'd like the emission to start at nothing and then gradually build into a thicker stream. When I uncheck "Create Particles" in the FLIP Source node it removes the particles from the node, but has no effect on the sim.
  22. Vertical droplets problem in flip

    Hi, I am fairly new to flip sims in houdini, and I have been running into a problem using the flip part of the oceanFX setup. The problem occurs when I crank up the particle separation of the flip I seem to be getting more and more droplets that are shooting upwards at really high velocities. I have tried using both the blend and kill droplets functions on the solver, but that doesn't seem to solve the issue. here is the link to the flipbook preview: https://drive.google.com/open?id=1_Lk-7IcUmkVZRvBYf-HdE3AnlrcOqx8c cheers
  23. * Posted the same question in Houdini forum. But no reply until now. So reposting here I want to create an effect where a Flower is getting hit by drops of rain water. The water drops sticks on the flower and slowly drips down. I need to create the wet map. As well as, the flower should react (bend or disturbed) when the drops fall on it. I am fairly new to houdini. If someone can suggest me a path to achieve this effect, it will be very helpful for my R&D. Please suggest me a brief process from where i can start developing. I am hoping to learn a lot from this project. HERE are SOME REFERENCES
  24. FLIP substeps for fast moving boat

    Hello dear odforce users. I have a question regarding substepping with fast moving colliders. I have a catamaran speed boat which is driving in a straight line at roughly 60km/h. I added some procedural animation to the boat with the help of the ocean spectrum, that drives the wavetank, and CHOPs. Currently the simulation uses 6/8 Substeps on the FLIP Solver and the Solver has access to the sub-frame collision geometry. The problem I'm running into is that the trail left by the boats keels has visible stepping in position and velocity, which causes tendrils to shoot up in the boats wake. This doesn't look good together with motion blur. Should I increase substeps further to get rid of the stepping by brute force? Work out a whitewater setup to mask this behavior? Or is there anything else you can recommend in this case? I'm thankful for any suggestions. P.S. Unfortunatly I can't provide any scene files
  25. AFAIK the ONLY difference in the 2 attached simulations is that in the 'failed' one I have simply reduced my particle Separation from .05 to .025. In each case the resolution of my collision VDBs is directly tied to this resolution. WTF is happening? What should I try to fix this? I need the increased resolution. Pulling my hair out. Launchv11_025ps.mp4 Launchv8_05ps.mp4
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