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Found 422 results

  1. Object rising from viscous tank

    Hi! Have anyone done any object rising from a viscous pool effect like the one in ghost in the shell? I have tried to do the like the same way as none viscosity case but it doesn't work at all. And I can't find any Houdini viscosity test like what I'm looking for. Most of the tests are pouring fluid on an object. I wonder if this is beyond Houdini's capability... Any suggestion will help a lot! I'm almost giving up working on viscosity in this situation.
  2. Hi everyone. I was playing around with the new Retime Sop which works amazing on pyro sims, so I was trying to slow down a flip fluid cache but not luck. if I turn on the interpolation method, the point position blows out, which seems logical since there is no way to found the correct ID for each point, and if I turn the interpolation off, it does exactly as they say, no interpolation. correct me if I am wrong, but seems like we have to follow the common method of "no reseeding" anyway right?. I thought there would be some new magical recipe, retiming the velocity field and advecting position or something wow like that. thanks guys!
  3. Hi there good folks, So I've been asked to make that famous effect of various colored paints layered upon each other, dripping to the ground. The dripping? No biggie. Getting the colors to NOT mix together? Urgh. Or rather, as the flip sim goes, particles spread under / over the other layers, resulting at the end of ends in a spotted mesh with no real foreseable tricks to get all those to look like sharp separations. Here is a good reference : https://www.youtube.com/watch?v=P6TnO_Rr3G4 And another one would be : https://vimeo.com/225438054 How my work looks so far, you can really notice the spots : Aaaand joining a scene. So how could I proceed to prevent the colours from mixing together too much? I've thought of getting a particle force to repel/attract based on color, but it will just make weird things happen. I've thought of getting a texture in there, but I do'nt see how I could make it look right or apply it correctly to the mesh. I've thought of manipulating various fields, adding some kind of divergence, etc, but really I'm not sure what to do. Maybe it's just a post sim trick, too... Paint_drips.hip
  4. Fluid Drop Simulation issue

    Hey guys! I'm working on a project using fluid to simulate a drop (something like oil drop) falling and colliding with an object. The thing is that the client ask me if I can separate the drop when colliding with the object in another smaller drop and I don't know how can achieve that, I'm looking for something like have different density in the same fluid object or select some particles inside that can be affected for another force but the fluid is fluid, not particles so I'm lost in that! BTW this is the sim (the second part is the fluid). Cheers! gota v1.mov
  5. Hi, I have been trying to colliding flip particle from "flip fluid from object" to alembic animated geometry. It is not colliding. Flip particles are not staying inside the bowl. They seems to be like absorbing. I am using very simple setup and clean geometry. Can help me how to solve this issue? Scene file and alembic file attached. flip_colliding_issue.hipnc fishBowl_static_190_v01.abc flip_colliding_issue.mov
  6. Is there anyway other than changing the "velocity scale" under flipsolver->volume->collisions to change the influence scale of an animated collision object with the FLIP fluids? I'd like to try and have a by-object control... I tried changing the velocity of the SOP that I am using as deforming object but with no effect...
  7. Hello, I have a problem with a FLIP fluid scene. I fill a sphere and move it down and upwards. After this movement, I have the same amount of particles but not the same volume… By the way, are there any good practice collections for flip fluid? I'm still struggling with it. flip.hiplc
  8. collisionvel by group (flip)

    Hey ppl! So in a standard flip simulation, i'm sourcing collisionvel (vdb) from a source volume. How do you apply that collisionvel only to a particular point group? Not sure what i have to modify in the flip solver or is there a easier way to control this? Thanks!
  9. Multiple RBD Objects

    Is it possible to "emit" the same RBD hero object multiple times without having to import the rbdobject node multiple times? And is it possible to do this with offsets in the positions and different activation frames? Thanks
  10. **I'm amending this--originally it was just the below question, about making POP particles collide with FLIP sims, but I just was toying with multiple POP emitters/particles in the same scene, and they don't seem to want to play together easier--so my more fundamental (surely stupider) question is: how does one make different particle systems (POP, FLIP) interact? For instance, in the supersimple screenshot, I would want the orange particles (which have initial velocity on x) to collide with the blue ones. I would think, since they're part of the same POP solver, this would just happen. I would think wrong.** I have a puddle of bood, a viscous FLIP fluid. I have POP particle rain (a la https://www.sidefx.com/tutorials/rain-systems-and-wetmaps/). How can I make the rain (the particles--I assume not the instanced geo) collide with/splash the FLIP fluids? I understand how to use POP forces on FLIP sims, but when I put a POPnet and FLIP sim in the same scene, they just ignore each other. Since static/RBD and particle (FLIP or POP) solvers all play so well together with minimal extra effort, I'm sure getting POP and FLIP sims to play together is something simple and dumb. Thanks!
  11. The first of what will probably be 2 - 3 stupid questions today--I'm doing this tutorial to learn about FLIP Fluids: https://app.pluralsight.com/player?course=introduction-fluid-simulations-houdini-2078&author=john-moncrief&name=introduction-fluid-simulations-houdini-2078-m2&clip=4&mode=live The thing is, when sourcing from an object, his create tab (and he's using H14) has a bunch of tabs that H17 doesn't have, primarily force-related (noise, vortex, &c.). This was done just using the shelf buttons. Where did those tabs go? I've hunted around but can't find them living elsewhere. Thanks!
  12. Ghost in the Shell liquid FX

    Hi everyone! I'm working on a project simulating similar liquid effect like the open sequence in Ghost in the Shell. I wonder if there is any tip to achieve something like that. Is it as straightforward as animating the collision geometry with a little bit viscosity? It doesn't seem to be that easy since I need a very thin layer to cover the geometry. Any tip or thought are welcome!
  13. Looping FLIP Fluid Sim

    Hi, I'm trying to loop a FLIP fluid simulation, it's a simple water container with various floating objects interacting with the water. I need to loop the sim and didn't have any luck with the "Make Loop" node from the Games shelf. Anyone know how to get this to work with a fluid sim? Thanks!
  14. Large scale beach probleme

    Hi, I'm working on a shot with a beach about 500m long, we can see the wave along the beach, I'm not sur if I should simulate the water. It's too big this scene. Anyone knows or have any ideas about it? How I can get this effect? Sorry for my poor english. Thanks
  15. Retime Fluid Mesh

    Hey wizards, So I'm pretty stoked on the new retime sop but I'm having trouble getting it to work on meshes. In the attached image, flipSim_cache is 90frames and in the retime sop I'm trying to extend the length to 175frames. Problem is, I'm able to slow the animation down but it always end at frame 90 without finishing the original animation. If I turn the interpolation on, my mesh is all messed up. Any pointers would be very much appreciated. Thanks!
  16. Fx

    Hi guys Can any one suggest me how to simulate force water comming out of a hose pipe And the pipe is having crazy animation Thanks in advance
  17. Fill object with liquid all the way

    Hey pros, This sounds very basic but somehow i have lost too much time trying to achieve it. I have a character that is empty on the inside and i am trying to fill it up with fluid all the way. I have a sphere emitting particles and the liquid seems to be reacting correctly to the surface but as it pours it doesnt seem to go above a certain level. I have read about using divergence but everything i find online seems to use deprecated/now hiden nodes. I have tried enabling the “divergence” by attribute and add a pop wrangle with the divergence value but no success. I feel not so smart atm... could someone please post a hip for me? I cant seem to get it right.
  18. Hi everyone, Can anyone figure out how to do this stuff? I have tried many different ways but cant get it achieve the similar result. Down below are my approach, didnt really get colliding and sort of stacking effect.
  19. I am doing a very difficult job.a wave.My particles are already very cool and rhythmic, but the mist can't always be the same. My mist sim is always straight, a lot of thorns, I don't know if anyone can help me. thanks
  20. Hi Guys! So i'm trying to do this simple flip sim where i have an emitter inside a teacup and i just want to fill up the cup. It's is definitely water tight, the only particles leaving the cup are over the top, but as you can see from my flipbook the particles just start multiplying on their own when they land in the saucer, which is causing them to go everywhere. It is worth mentioning as well that the particles are only set to emit between frames 0 - 24 so i'm not sure why they're multiplying. Any suggestions as to how to stop this would be really appreciated!
  21. Avoid FLIP sourcing

    Hi there, just a little question which is hopefully easy to answer. So I got the scenario where My ocean waves are quite high which means the ocean tank would source above the ships geometry. So pretty much avoidable when using the geo/mask input of the tank. Unfortunately the result isn't quite perfect. The wavetank hows a clean result but in simming stage the sourcing again occurs on the deck of the ship. I have to adjust the collision geo of the ship as well to go beyond the sourcing layer. But in this case no fluid can enter the deck. Not the compromise I`m looking for. Ay tipp? Thanks!
  22. Liquid Titanium

    Hey guys Any idea how one would approach an effect like this? flip sim with high viscosity and directional force? I would love to do a similar effect with more compliacated geo. Thanks!
  23. Hi, Would like to know how this effect was being done, please throw some ideas or simple set up. this is the link: test_wave.hipnc
  24. Hi, I have a question about copying velocity's to a flip simulation. I want to create a specific shape in the motion of the fluid. The only way I can get close to that at the moment is to source(copy) a generated velocity into the flip sim. That's because when I add the velocity, it overshoots too fast and I can't get that specific shape out of it. The only thing with copying the velocity, is that it copy's the velocities with a value of 0 as well, so the flip is completely at rest. I was thinking that this could be fixed with a mask field, but it doesn't seems to work as I expected. Is there anybody out there who can tell me what i'm doing wrong? Or other suggestions to get that result would be welcome as well! Actually, any help/advice would be appreciated! pumpVelToFlip.hip
  25. Hi guys, I was about to make an effect of two ocean wave collide and combine together. But I have no idea where to begin. Someone who is interested in or have some idea please help me, give me some suggestion. Thanks a lot.
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