Jump to content

Search the Community

Showing results for tags 'flip'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 584 results

  1. Volumetric Temporal Deflicker 2.1 to Houdini 12.1 to 18.x Deflicker VDB/Fluids by analyzing areas of voxels, creating temporal volume gradients and use this info to interpolate those areas based on temporal volume falloff. It is very good at deflicker slow-motion fluids. Very easy 1 node solution to your flickering fluids or VDBs/volumes in general. Available on Orbolt (normal and studio versions) at https://www.orbolt.com/asset/RodTD::Rod_vdb_averaging Available on Gumroad at https://gum.co/deflicker Rod Tebisx | Senior Creature FX Technical Director at Framestore London Overview:
  2. white water + flip meshing questions

    Hi everyone, recently picked up HOUDINI, coming from 3ds max. loving HOUDINI and its workflow! been doing some experiment with white water + flip, and had a few questions. the scene is based on the whitewater shelf tool. i have been tweaking the settings to get more detail and a more realistic look. the scene is rendered with redshift, with some basic shaders, so please excuse the rough render. attached a short test render for reference. Q1, FLIP MESHING thickness? blobbiness. the FLIP particle looks good, but when i mesh them, feels like i am "loosing" quite a bit of particle details and the mesh always looks bit blobby and thick. i have tried adjusting [particle separation] parameter down to 0.1 to get more "detail" into the simulation itself, and it helps. however, still feel like the water feels too blobby, as shown below. is the only way to get the thinner flip mesh to go with add more particles? i had tried reducing @pscale and [droplet scale], which does produce "thinner" looking fluid, is this the right workflow? but once this parameter is tweaked with, the White water particles (more information below) seems to "float" above the water mesh. also tried adjusting [influence scale], reducing it seems to retain more "detail" on the fluid surface, but noisier, is the default value a good value at production? Q2 WHITE WATER particles floating on top of fluid Mesh. the white water particles seems to be floating above the mesh water line, i am assuming its because white water is calculated based on the FLIP particles, not mesh. where meshing seems to change in its volume based on filtering and other settings. is there any way of marrying them better? Q3 BEST METHOD RENDERING WHITE WATER with REDSHIFT I am currently rendering WHITE WATER as simple particles with motion blur. was wondering if this is best practice to render white water with redshift? for example, is it advisable to separate the WHITE WATER as a separate pass? and comp them in post? and any other general TIPS and feedback is appreciated. apologize regarding the long post, and thank you in advance for any suggestions! have a great day all! waveBB.mp4
  3. Hi. I encountered a problem while studying Flip. how can I handle a flip out of the flip tank? I'm making an extorted ocean through a flip flat tank, but as I keep expanding the bounding box because of the flips that go over the bounding box, there are too many unnecessary flips. Should I just erase the flips that go over the bounding box? I am curious about the general way of working. thank you.
  4. Houdini Nebula RnD

    Hello everyone! I would like to show you my new Houdini Nebula video ☄✨ It is based on a FLIP sim driven by noises and then color-corrected in Nuke and AE. I originally wanted to approach Teun van der Zalm's nebulae looks and I'm quite happy with the result ! Feel free to give me your opinion, thanks for watching ! I also did this video some times ago, again a Houdini Nebula RnD video but another technique was used : the nebula was slice-rendered and colored exclusively in After Effects :
  5. Select collision particles

    Hi, I have a geo diving in flip Problem: I like the ripples at the beginning, but I want to slow down the ripples that get too high Question: how can i select only the particles that collided with the geo? I want to add the particles that collided with the geo to the group and limit their speed or maybe add a drag force to the selected group. Is this approach correct or is there any other way to keep the low ripples and slow down the fast ones? Thanks IMG_6198.MP4 Also online preview https://yadi.sk/i/yxXCQ8Yghz11Jg
  6. FLIP tank shape other than cube?

    Hi every one. Is there a way to get any other shape of flip tank? I can just simulate it in the tube and give it a time to settle, but it would be easier if there is an option to make tank cylindrical. Thanks. Tom
  7. Hi everyone!!! Started to study houdini. I have separate elements with velocity setup as I want, but couldn't find a way to add any one of them to drive flip fluid. How can I add a velocity of the mesh or curve or the volume to the flip fluid? Or maybe someone can share a tutorial about how it works? In the end trying to create a chocolate swirl or vortex. Thanks.
  8. Hi, I was just wondering if the following behaviour is normal or rather it should be seen as something concerning. Simulation is rather coarse, particle separation at 0.3 but the tank itself is pretty large. Thank you.
  9. Jet Exhaust and flip sim interaction

    i was working on a project. i need some tips for interacting flip sim with jet exhaust like this in the video timestamp 14 sec any suggestion how to achieve that?
  10. Flat tank water line warping/sinking

    I am noticing a strange effect of 'sinking', or warping of the water line level of the flat tank around the back portion of my collision geometry. It's like a big invisible blob is pressing on the liquid surface. I have attached two cross sections taken from the back and the front of collision geometry. In the attached cross sections a discrepancy can be observed between the front and back relative water line level of generated flip sim. The red line represents the 0 elevation of the water line. The collision geometry is generated from a ~100m vessel. Has anyone encountered something like this before?
  11. I was just wondering why it is so hard to get help om the topic of larger scale FLIP simulations, like oceans and similar... In the span of a few weeks I opened a few threads here and in the official houdini community forum and I have gotten zero replies. It would be helpful to know if this is some kind of a taboo topic in general.
  12. Hi guys, I'm wonder how to active volume vel with just some emitter or just on some volume source. Example; I have a water in the glass. I want to swirl the water, So I create vel field for that and use to volume vel by copy in operation mode(have image). So now my water in the glass is swiling. And then, I want to put some red juice to the glass while water is swirling. The red juice will be go downward and swirl follow the water. The problem is!!! ... When I emit my red juice to the glass, the volume vel have effect and active to my red juice too. that wrong, I don't want that . So how can I active volume vel just only with flip souce1(Or water in my example) and not active on the flip source2(or red juice on my example)? Thanks for every reply.
  13. Flat tank behaviour / FLIP sourcing

    Hello, Would anybody have an idea about why the following seems to be happening around the boundary region of my flat tank / FLIP sim? This is a moving tank, with animated size and center. These are the imgs:
  14. What is the best workflow for adding particles / liquids to a flat tank simulation setup. Think of barrel that is spilled or a hose that is pumping new liquid into a flat tank simulation. I somehow figured out how to add some volume velocity into my tank but can't quite understand how to create or spawn new particles into it. Being a beginner I would appreciate a thorough explanation. Thank you.
  15. Control forces by conditions

    Hey I had this come up a few times today and I was wondering what was the best way to tackle it. I am doing a melting sim of an object thats floating in space. I am using temperature to heat the FLIP and start the melting process. if use gravity then the whole thing starts moving from the start and not just the heated parts. I was thinking if I could just apply the forces based on temperature then that would would be ideal. I tried something like this in the pop wrange but its giving me erratic results. float hot = @temperature; if (hot>1) {@v *= 3;}; Also whats the equivalent of the the geometry spreadsheet in dops, if I wanted to see the values of the temperature or any attribute. I can visualize as color but would be nice to get some numbers. Cheers!
  16. Hi everyone, I have been looking to create slow-motion flip sim using a narrow band tank and dropping an RBD object into it. I have seen older advice like this from Atom about adjusting the Time Scale inside the Flip solver: https://vimeo.com/121376943 But when I followed the instructions it doesnt seem to work - as its many versions old from the current H18 there could be a lot of reasons for this. Does anyone have any up to date information of how to achieve this? Currently I am going round in circles adjusting the Velocity Scale and Time Scale in a never ending fight to get it to slow down correctly but also maintain the splash velocity. I cant seem to get the flip sim to match the Time Scale of my RBD at all, the flip is always moving way too fast. Any help would be great!
  17. Problemn using Point Deform

    Hello everyone ! I would like to deform a geometry by a fluid simulation using a point deformer. To do so, i plug my geometry and my simulation into my point deform and i use a Timeshift set up on the starting frame as the Rest PointLatice. But instead of following the simulation, it looks like the geometry tries to reach the world center, creating what looks like an unholy abomination. Any help or tip would be deeply appreciated Thanks in advance
  18. Hello! How to Increase Particle Separation for Spray - Setup whitewater solver?
  19. I am trying to render a simulation done with a flip which is made up of 22 million particles. After having made several attempts the houdini console throws me a: 9576: Fatal error: Segmentation fault Saving application data to .... Here below I leave the image and the project files in case someone is willing to help me. Thank you so much!! Help me please!!! Collider.obj Test.hipnc
  20. Hello Houdini pros! I'm using the FLIP Solver's Reseeding feature, but it doesn't seem to be applying enough reseeding in the areas that count. It is reseeding the entire FLIP tank, where I'm really only needing the detail in the splash. Current train of thought: Create group of particles that are above the waterline (my current method isn't great, as it groups all points above P.y 0.01) Apply reseeding only to that group. Have had a search around online and have found one person talking about this, but not how to impliment it. Any help is greatly appreciated! Reseed_Above_Waterline.hipnc
  21. I have a scene where I am dropping a bottle into a flip tank all at small scale. The issue im having is that I am getting a quite a large space/void between the bottle and the liquid. Im trying to reduce this and make the liquid hug the bottle more in the beginning and not blow outwards and make this gap. The setup is an RDB of the bottle falling using gravity from around 10cm into the tank, both the RDB and Flip have been slowed down to 0.025 in time scale. I tried a number of things like lowering the velocity scale, upping the subframes from 10 to 30 in the RDB and upping the subframes in the DOP network to 4/5, and changing the surface tension and viscosity, but it still happens. There is no problem with the collision guide and I dont have any sort of surface offset on that either, it matches the bottle perfectly. You can see in the attached screen grabs that the bottle has barely entered the fluid surface but has created a large void underneath it blowing out the liquid. This is the sort of splash im aiming for: https://www.youtube.com/watch?v=npAuLi1y5AA Dramatic but close and not blowing out internally too much. I know my bottle is a different shape to that reference but my sim seems way off and I cant seem to figure out how to lessen that gap. Any suggestions I would be very welcome as nothing I seem to try is making the gap any smaller. Thanks!
  22. FLIP torque, rotation, spin?

    Hey guys, I have done a search but there are not many answers. How can I get a flip sim to have torque or self rotation? I have a slightly viscous, surface tension flip sim, kinda like paint flying through the air with sheets and thin streaks. I want some of the "heads or blobs" on the end of sheets and streaks to pull the fluid more than other bits, so it flips, flops, rotates around as if its not water but something a bit more sticky. See how everything just floats instead of any torque? Any ideas? Cheers!
  23. Hello, I have set up a simple narrow band flip tank and am dropping a small object (cosmetics bottle) into the tank. The issue im having is on the first frame that the object collides with the fluid it shoots a bunch of random particles out that escape from the narrow band and then re-collide with the underside of the fluid and cause ripples on the surface that I dont want to create. The RDB sim is running at a time scale of 0.05 and gravity is the only force in the scene so its moving very slowly. The time scale for the flip solver is 0.1 to get some splash, but as you can see from the attached photos its not anything crazy. Can anyone suggest a way to either stop this from happening or kill these particles before they collide with the narrow band? Im not the most versed at flip so this may be a very quick fix Appreciate any thoughts or help with this!
  24. Kinks in stretchy flip sim

    Hi all! I've got a stretchy flip sim, which is for the most part working as I'd like. It's a fluid that is being pulled apart with stretchy bands being formed. However I'm finding that when the bands become too thin, they begin to kink in a strange way, like in the attached image. I suspect this is something to do with the high surface tension in the simulation. I've tried may different adjustments to the settings, including upping the particle count, and substeps, but without any luck, Any advice or steer in the right direction to resolve this would be hugely appreciated! David
  25. Hello Community, I am having a problem that the FLIP particle doesn't collide with other parts of the flip particle. I have a simple scene that has a tank and emitter in the air. I want to pour the liquid into the tank. I was expecting that is going to create some splashes but it will just going straight down to the bottom of the tank. Does anyone have any idea? Thank you in advance. Flip_Test_v03.hiplc